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		<title>Ghoul</title>
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		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ghoul infusion&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as enemy units or be created by the player as part of the colony. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls can appear in games with the AI storyteller's [[AI Storytellers#Monolith setting|monolith setting]] set to either &amp;quot;Standard with Monolith&amp;quot; and the &amp;quot;Ambient Horror&amp;quot; enabled. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|scenario]] begins the player with one friendly player-controlled ghoul.&lt;br /&gt;
&lt;br /&gt;
Wild ghouls can be encountered as a [[Entities#Basic|basic entity]] at any level of [[void monolith]] activity, meaning the monolith does not have to have been interacted with for them to appear. Any ghoul encountered in the wild will be permanently hostile to the player. These ghouls can be captured for study or to extract [[bioferrite]] from, like any other entity. Capturing a wild ghoul alive can be difficult, as they cannot be downed by [[pain]] and psychic weaponry is ineffective.&lt;br /&gt;
&lt;br /&gt;
Once a ghoul has been encountered, the [[Ghoul infusion (research)|ghoul infusion]] research project becomes available. After completing the research, the player can schedule the ghoul infusion operation on any colonist, [[prisoner]], or [[slave]]{{IdeologyIcon}} for {{Icon Small|Bioferrite||30}} [[bioferrite]] and {{Icon Small|Shard||1}} [[shard]], permanently turning that pawn into a ghoul. Regardless of whether the pawn was a member of your colony, they will be under the player's control once the operation is completed - there is no need to recruit them beforehand.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is a colonist that is limited to only melee combat. They cannot wield [[weapons]] or [[apparel]], do any work, take [[drugs]] or use any special abilities they would have in life. Ghouls can be restricted to [[zones]] and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, which can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Some hediffs are retained, including [[void touched]]. [[Luciferium]] need and the luciferium hediffs are ''not'' retained. {{Check Tag|Check|What is the full list of hediffs that are retained and aren't?}}&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]{{BiotechIcon}}.&lt;br /&gt;
* The natural attacks of a human are retained, but ghouls also gain a left and right claw attack and an additional bite attack.&lt;br /&gt;
&lt;br /&gt;
Ghouls have 100% [[vacuum resistance]],{{OdysseyIcon}} meaning they can survive in space.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{Temperature|40||delta}}}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{Temperature|40||delta}}}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff will heal any wound, including missing limbs or scars that the ghoul has, at a rate of 0.1 HP/{{Ticks|60}}. Ghoul regeneration heals wounds in the order they were received, one wound at a time, until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic &amp;quot;wound&amp;quot; and healed after all other injuries. Regeneration prevents wounds from scarring, even eye and brain injuries that would otherwise always scar, but does not prevent or cure [[trauma savant]]. Note that if the ghoul regeneration has already began to heal the missing body part when another injury is dealt, it will not switch targets; it will continue to heal the missing limb once it has begun.&lt;br /&gt;
&lt;br /&gt;
Ghoul regeneration is separate from a pawn's normal [[Injury#Healing Rate|healing rate]]. The ghoul continues to heal the same as a regular pawn, separate from ghoul regeneration. As with normal human pawns, a ghoul's ''natural'' healing is affected by [[genes]],{{BiotechIcon}} [[healing enhancer]]s,{{RoyaltyIcon}} and [[juggernaut serum]].{{AnomalyIcon}} Ghoul regeneration is ''not'' affected by these factors. See [[Injury#Healing|healing]] for more information on healing mechanics for all pawns.&lt;br /&gt;
&lt;br /&gt;
A ghoul won't get sick like a regular pawn from [[infection]] or other diseases. They are immune to rotstink gas, but not tox gas or toxic buildup. &lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually{{Check Tag|When?}} go berserk, betraying the colony and never becoming friendly again. Once their food need reaches 0, a hidden meat hunger hediff will be applied and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
Other than food, ghouls have no other needs, [[mood]], or relationships. Other needs created by genes or addiction will be disabled. They can't have [[mental break]]s and won't be counted as a colonist for things like pawn death, the [[recluse]] trait{{BiotechIcon}} or [[diversity of thought]] precepts{{IdeologyIcon}}. They also can't be part of any kind ritual.  Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul. However, they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail needed|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
Captured ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific upgrades ===&lt;br /&gt;
Ghouls can have all types of normal human body parts installed. However, there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]]: Passively increases hunger and grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]]: Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency.&lt;br /&gt;
* [[Ghoul barbs]]: Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed.&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]]: On a 6 hour cooldown, gain the [[Hediffs#Metalblood|metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This is the same hediff as that from the [[metalblood serum]] and does not stack.&lt;br /&gt;
* [[Blood warmer]]: A kidney replacement that actively heats the ghoul's blood. Each installed, up to a maximum of 2, lowers Minimum Comfortable Temperature by {{Good|{{Temperature|-26||delta}} }}, allowing for a cumulative lower Minimum Comfortable Temperature bonus of {{Good|{{Temperature|-52||delta}} }}.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]] including their exclusive [[ghoul resurrection serum]], but not drugs. They aren't affected by any mood effect from a serum.&lt;br /&gt;
&lt;br /&gt;
===Raid points===&lt;br /&gt;
{{Main|Raid points#Pawn points}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are worth less [[raid points]] than regular colonists and most [[friendly mechanoids|combat mechanoids]]{{BiotechIcon}}. Like mechs, each ghoul adds between 20% and 40% of their combat power in raid points (combat power is is set to 90 for ghouls, so 18-36 points), depending on [[wealth]], which is then adjusted by threat scale and other factors as normal. The value of the ghoul itself and its implants will also contribute to colony wealth, although ghouls and ghoul-specific implants are worth little.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason=[[Flesh tentacle]] strat should be represented in tables, not just wooden hand}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and the [[strong melee damage]] [[gene]],{{BiotechIcon}} their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks and meatshields, as limb loss is meaningless, and death has little consequence so long as the corpse is intact.&lt;br /&gt;
* Ghouls don't bleed, feel pain, have [[mental break]]s, or sleep, making them more effective and reliable in combat. For example, ghouls make excellent bait for [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While an individual ghoul cannot match up to the absolute best melee colonists with [[cataphract armor]],{{RoyaltyIcon}} high [[quality]] [[persona weapon]]s,{{RoyaltyIcon}} and special abilities from [[utility]] items / [[psycast]]s{{RoyaltyIcon}} / [[gene]]s,{{BiotechIcon}} ghouls are incredibly cost effective. They are cheap to obtain, maintain, and worth remarkably little [[wealth]] and [[raid point]]s. They can outright beat regular melee colonists during the early- and mid-game, and even in the late-game they are fairly competitive.&lt;br /&gt;
&lt;br /&gt;
The main difficulty of keeping ghouls around is that they can only eat raw [[meat]] and fresh [[corpse]]s, although their hunger rate can be reduced by [[nuclear stomach]]s{{RoyaltyIcon}} and through [[gene]]s.{{BiotechIcon}} Even without those factors, [[raid]]s are a consistent source of free meat. Rotten corpses can be converted into [[twisted meat]] through [[harbinger tree]]s, and a [[fleshmass nucleus]] is a constant source of meat once obtained.&lt;br /&gt;
&lt;br /&gt;
Ghouls won't do most work, but can do a few tasks if manually [[draft]]ed: they can hunt animals by melee attacking them (but will not carry the corpses back), and they can extinguish [[fire]]s. Also, in the [[Scenario_system#The Anomaly|Anomaly starting scenario]], the ghoul allows you to skip early defenses, indirectly reducing amount of work that needs to be done.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Pollution stimulus (gene)|pollution stimulus]] gene.{{BiotechIcon}} You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your [[twisted meat]], a containment cell for the [[fleshmass nucleus]], and a frostbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul choice ===&lt;br /&gt;
Ghoulification is a great way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and remove detrimental health conditions. Because ghouls are cheap and disposable, converting pawns indiscriminately can be a viable option in the midgame onwards.&lt;br /&gt;
&lt;br /&gt;
The best base pawns to turn into ghouls are ones with positive combat [[trait]]s, such as [[tough]], [[jogger]], [[brawler]], and [[nimble]]. Passion and skill in melee helps, too. Ghouls made from [[body mastery]] [[creepjoiner]]s don't need to eat at all, but this significantly reduces the trait options, and food is an almost negligible cost in the mid- and late-game.&lt;br /&gt;
&lt;br /&gt;
If Biotech is installed, [[xenotype]]s{{BiotechIcon}} are important to consider before [[genetics|gene modding]] is readily available. While it is always possible to implant genes with a [[xenogerm]] later, a ghoul with a good melee xenotype will be stronger in the early game before then. [[Yttakin]] are the best base xenotype, starting with [[Robust]] and [[Strong melee damage]], as well as [[Naked speed]], which is a pure buff for ghouls. The other strong melee damage xenotypes can be good options, too.&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
If a ghoul pawn is desired, and you dont have the bionics, or other implants to put inside of the ghoul, you can harvest non critical organs of the pawn you want to use ghoul infusion on, and then use it. This can be used to also generate some cash alongside the new ghoul. Potentially netting another archotech shard if an exotic goods trader has one.&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Hunger is the primary cost of ghouls, as they cannot eat anything but raw meat and corpses, thus preventing the use of [[crop]]s for stable food or [[meal]]s to get the most out of food. However, certain upgrades can be used to reduce the food cost, which have no downsides for ghouls:&lt;br /&gt;
* The [[nuclear stomach]]:{{RoyaltyIcon}} An [[artificial body part]] which multiplies [[hunger rate]] by {{Good|x25%}}. Note that [[cancer]], the primary downside of the nuclear stomach, is not a concern for ghouls.&lt;br /&gt;
* The [[robust digestion]] gene:{{BiotechIcon}} A gene that multiplies the nutrition gained from raw meat, but not corpses, by {{Good|x1.8}}.&lt;br /&gt;
* A [[metabolic efficiency]] of 5+:{{BiotechIcon}} This multiplies [[hunger rate]] by {{Good|x50%}}.&lt;br /&gt;
&lt;br /&gt;
These stack to make for a ghoul that only requires as little as {{Icon Small|Meat||{{#expr: ({{Q|Ghoul|Real Hunger Rate}}*0.25&amp;lt;!--Nuclear stomach--&amp;gt;*0.5&amp;lt;!--Metabolic efficiency of 5+--&amp;gt;)/({{Q|Meat|Nutrition}}*1.8 &amp;lt;!--Robust digestion--&amp;gt;) round 2}}}} [[meat]] per day and significantly increases the time that can be safely spent between meals.&lt;br /&gt;
&lt;br /&gt;
Ideally, all corpses should be butchered by a competent cook for maximum nutrition, but preventing berserking is more important.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls. For the heart upgrade, get the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with the [[adrenal heart]] to improve combat power or the [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Ghouls can also make effective use of [[body part weapon]]s. As they cannot hold conventional weapons, implanted weaponry offers them a powerful upgrade, and in combination with [[ghoul barbs]] ghouls offer {{DPS}} comparable to high-tier melee options. The ghoul can then be enhanced similarly to other melee pawns, such as with [[juggernaut serum]] and the [[strong melee damage]] gene.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
====Weapon choice====&lt;br /&gt;
[[Power claw]]s offer the highest damage, albeit with a small [[Moving]] penalty per claw. Note that combining a power claw and [[flesh tentacle]] will result in the same base {{DPS}} as two power claws, due to how the melee verb system selects and disregards certain attacks. As the flesh tentacle doesn't penalize [[Moving]] and boosts [[melee hit chance]], this is the optimal choice. A similar effect can be obtained by replacing the other hand with a [[wooden hand]] instead of the tentacle; the wooden hand reduces Manipulation, but the overall {{DPS}} is still close to that of two claws. Other hand and arm replacements will not work.&lt;br /&gt;
&lt;br /&gt;
[[Flesh whip]]s come in a close second in term of {{DPS}} and do not have a Moving penalty. Flesh whips have a higher base {{AP}} than power claws, but its {{AP}} is not affected by the [[melee damage factor]] (MDF), so having a MDF of {{#expr: {{Q|Flesh whip|Attack 1 AP}}/{{Q|Power claw|Attack 1 AP}} * 100 round 0}}% or more will result in the power claw having more {{AP}}. Ghoul barbs and the strong melee damage gene{{BiotechIcon}} result in an MDF of 225%. Flesh whips can be combined with flesh tentacles or wooden hands in the same way as power claws.&lt;br /&gt;
&lt;br /&gt;
Note that ghouls cannot be targeted by the [[twisted obelisk]], and so flesh parts should be acquired before ghoulification occurs. Afterwards, only flesh tentacles can be obtained, and only through [[unnatural healing]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, and movement speed. Having genes that improve their metabolic rate is also helpful. Ghouls will inherit genes from their underlying [[xenotype]]s, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Genes&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Gene Analysis}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Genes&amp;quot;&amp;gt;&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Great melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Partial antitoxic lungs]] || [[Toxic Environment Resistance]] {{Good|+50%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resist toxic fallout and tox gas&lt;br /&gt;
|-&lt;br /&gt;
| [[Total antitoxic lungs]] || [[Toxic Environment Resistance]] {{Good|+100%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Immune to toxic fallout and tox gas&lt;br /&gt;
|-&lt;br /&gt;
| [[Cold tolerant]] || [[Minimum Comfortable Temperature]] {{Good|−10 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resistance to hypothermia&lt;br /&gt;
|-&lt;br /&gt;
| [[Cold super-tolerant]] || [[Minimum Comfortable Temperature]] {{Good|−20 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Larger resistance to hypothermia&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat tolerant]] || [[Maximum Comfortable Temperature]] {{Good|+10 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resistance to heatstroke&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat super-tolerant]] || [[Maximum Comfortable Temperature]] {{Good|+20 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Larger resistance to heatstroke&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Elongated fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Superfast wound healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Pollution stimulus (gene)|Pollution stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all; thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Awful animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Poor animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Very sleepy]] || Sleep Fall Rate || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleepy]] || Sleep Fall Rate  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Very unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
| [[Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|-&lt;br /&gt;
| [[Kill thirst]] || Causes need to kill humanoids|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have needs beyond hunger&lt;br /&gt;
|-&lt;br /&gt;
| [[Extra pain]] || Increases pain|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't feel pain&lt;br /&gt;
|-&lt;br /&gt;
| [[Nearsighted]] || Decreases shooting accuracy|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls can't shoot&lt;br /&gt;
|-&lt;br /&gt;
| [[Weak immunity]] || More likely to die from diseases|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls are immune to diseases&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychically deaf]] || Psychic sensitivity {{Down|-100%}}|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls have no psychic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychically dull]] || Psychic sensitivity {{Down|-50%}}|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls have no psychic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Drugs|Drug dependency]] || Need for a specific drug|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} or {{Good|+4}} || Ghouls have no drug needs and can't take drugs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Archite genes ====&lt;br /&gt;
Archite genes are generally not worth adding to a ghoul xenogerm.&lt;br /&gt;
* [[Scarless]], [[Non-senescent]], [[Ageless]] and [[Perfect immunity]] are redundant in a ghoul. &lt;br /&gt;
* [[Gene implanter]] cannot be activated from ghouls. &lt;br /&gt;
* [[Deathless]] could be considered before having access to ghoul resurrection serums, but once the serums are available, their shorter coma period is preferable. &lt;br /&gt;
* [[Archite metabolism]] can be an option if not enough positive metabolism genes have been yet gathered, but maximum metabolism efficiency can be eventually achieved while using all the beneficial genes. &lt;br /&gt;
* The main draws of [[Breathless]]{{OdysseyIcon}} on ghouls are the bonus to minimum comfortable temperature and immunity to tox gas, as ghouls are already immune to vacuum exposure. However toxic buildup and gas immunity can also be achieved by a combination of [[Genes#Resistance and sensitivity|toxic resistance genes]] and [[detoxifier lung]]s. The temperature bonus could have an use when stacked will all other genes that improve cold resistance for ghouls in polar biomes or [[orbit]], but those require more metabolism points that could be spent on more impactful genes. For cold protection, blood warmers are cheaper and more accessible for a miniscule DPS penalty.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
** You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
** If you have a [[detoxifier lung]] and [[detoxifier kidney|kidney]], you can install them to the pawn and harvest the second natural lung and kidney. After the ghoul has finished regenerating one of each organ, you can then safely remove the artificial organs.&lt;br /&gt;
** By spending a [[ghoul resurrection serum]] afterwards, you can also harvest the [[heart]] in the same manner as above.&lt;br /&gt;
* Ghouls can still have genes implanted or harvested.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]], [[cirrhosis]] or [[lung rot]]. However, if you then kill the ghoul and revive them with a ghoul resurrection serum, it will remove the sickness but not the paralytic abasia or the cirrhosis. Lung rot can be &amp;quot;cured&amp;quot; by removing one lung at a time and letting them regenerate.&lt;br /&gt;
&lt;br /&gt;
=== The ideal ghoul ===&lt;br /&gt;
Here is a setup for an ideal ghoul. The following features are very hard to achieve, but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the [[Endings#The Void|Anomaly ending]], gives 100 hp/day regeneration on top of ghoul regeneration and natural generation.&lt;br /&gt;
* Level 20 melee skill: massively improves melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above. Other metabolically-efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: will give some tox resistance for the ghoul if you don't install detoxifier lungs for them.&lt;br /&gt;
* [[Flesh whip]]: will give some melee damage for the ghoul if you don't install a [[power claw]].&lt;br /&gt;
&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[corrupted obelisk]] and turn the duplicate into a ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7.&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25.&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]] + [[flesh tentacle]] (or [[wooden hand]]): greatly improves a ghoul's melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archotech eyes and legs could be used instead, but the sheer amount of punishment you will likely have your ghoul be taking means that they will break eventually. Giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
&lt;br /&gt;
Note that power claws, bionic eyes, and bionic legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give them to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 96 hp/day (208 HP/day when lying on hospital bed) from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it can take roughly 2925 damage points/day, or 2.9 points/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite number of [[chimera]]s one at a time.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
Their damage and movement speed would be as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Enemy ghouls are passable for containment, but are generally worse in the role than [[sightstealer]]s. Sightstealers provide more [[bioferrite]] and the same knowledge gain, and are easier to contain. They require less containment strength, do not regenerate lost body parts, and can feel [[pain]], meaning an escaping sightstealer is easier to subdue. Ghouls can make for a good supplementary source of dark study in the early game, though, and they provide somewhat more electricity with an [[electroharvester]].&lt;br /&gt;
&lt;br /&gt;
In the early game, be careful when engaging enemy ghouls in melee combat. They cannot be [[downed]] due to [[pain]], so they will fight much longer than regular human raiders. Ghouls never show up in [[raid]]s or assaults; only one ghoul will appear per event, as a minor threat.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Ghouls cannot get pregnant through any method. A pregnant pawn that is turned into a ghoul will have the pregnancy removed. A pawn that is in labor when being turned into a ghoul will have the labor hediff removed, but a non-ghoul baby will also be produced normally.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=The_Mechanitor_Guide&amp;diff=179744</id>
		<title>The Mechanitor Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=The_Mechanitor_Guide&amp;diff=179744"/>
		<updated>2026-04-27T21:01:05Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
In the [[Scenario_system#The Mechanitor|Mechanitor scenario]], you start with a single colonist possessing the [[Recluse]] trait, 1 [[Lifter]], 1 [[Constructoid]], and various other supplies.&lt;br /&gt;
&lt;br /&gt;
This scenario is considered by the game to be difficult.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Scenario Parameter==&lt;br /&gt;
'''Summary:'''  One [[Mechanitor]] and a few servant mechanoids. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' You knew you could only achieve greatness with help. People were too unreliable, so you chose to take on mechanoids as your servants, workers, and warriors. As you gained strength, others became fearful. It became clear you needed to get away from the influence of humanity. Now you've migrated to this sparsely-populated Rimworld with some of your metallic helpers. Finally, you have the space to grasp your true potential!&lt;br /&gt;
&lt;br /&gt;
== Starting colonist ==&lt;br /&gt;
Your colonist should be ''capable'' of most tasks, even if they aren't good at them. A colonist incapable of Caring can and will die to a single bleeding wound (and is unable to recruit  [[transport pod crash]]es or [[raiders]]). It is certainly possible to rely on [[spike trap]]s at the start, but being incapable of Violence is ill-advised.&lt;br /&gt;
 &lt;br /&gt;
=== Skills you need ===&lt;br /&gt;
In order of importance:&lt;br /&gt;
&lt;br /&gt;
*'''Mining''' You want a pawn with good mining above all, since you will need the resources for all game stages, and building [[Tunneler]]s require [[Standard mechtech]].&lt;br /&gt;
*'''Crafting''' is next, since you will want to be able to craft the new gear, and components later on. Also it is the base skill for mechanitor work like repairing.&lt;br /&gt;
*'''Intellectual''' is helpful, but a decent pawn can do a better job later on.&lt;br /&gt;
*'''Medical''' is helpful, but keeping your mechanitor hidden behind an army is ideal so they won't take any damage at all.&lt;br /&gt;
*'''Social''' is helpful for recruiting and trading faster, but as long as it's not blocked you will be ok.&lt;br /&gt;
*'''Ranged''' can help supplement a mech army, but mechs will easily overcome a bad shooting skill. Avoid [[melee]] since it makes your mechanitor likely to take damage.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
Your colonist will always start with the [[recluse]] trait, giving a {{+|12}} mood bonus when no other colonists are present but decreasing with people around, up to a {{--|8}} mood penalty when 16 or more humans are present. See that trait section for details.&lt;br /&gt;
*As the mood penalty from recluse is not severely crippling you should not be hesitant to accept a colonist should they have desirable traits. Additionally if Anomaly DLC is also installed. Ghouls do not count for it either. This means that if the desirable pawn is skilled in melee combat, or you dont want to use your own mechs as disposable pawns. A ghoul can be used instead.&lt;br /&gt;
&lt;br /&gt;
=== Xenotypes ===&lt;br /&gt;
While not required, a Xenotype immune to pollution such as [[Waster]] should be preferred due to their [[Total antitoxic lungs|pollution immunity]], if you are going to use nutrient paste as a food source this is further amplified as their poor cooking skill stops mattering. In addition to letting you to dump your [[toxic wastepack|toxic waste]] anywhere. Alternatively, [[Genie]]s are also an great fit for a mechanitor, although it also forces the delicate trait, meaning your pawn will be less capable of direct combat, but that's something that shouldn't happen too often.&lt;br /&gt;
&lt;br /&gt;
==== Starting Out ====&lt;br /&gt;
You start with a Constructoid and a Lifter. Get the infrastructure to recharge and gestate an [[agrihand]] as soon as possible. A second Agrihand will help a lot for making you money in the short term (more wood to sell in chemfuel or other good forms).&lt;br /&gt;
&lt;br /&gt;
For power, a [[wood-fired generator]] is okay to start with, but if you are fine with the extra pollution a [[toxifier generator]] is more powerful and scalable, very good for this scenario. [[Wind turbine]]s might seem good, but you will have to sink [[component]]s into batteries if you want to go that route. [[Chemfuel powered generator]]s are good once you have the tech and lifters to cut [[wood]]. Even though you have the research, avoid batteries, since you need those components elsewhere.&lt;br /&gt;
&lt;br /&gt;
Next you will want a [[research bench]]. You can build an advanced one, but you may find the 10 components it requires are better spent elsewhere. Go with a simple one, unless you intend to rush for fabrication.&lt;br /&gt;
&lt;br /&gt;
A second [[Mech gestator|gestator]] helps but isn't necessary if you can afford to wait. Get a [[subcore encoder]] to build more than 5 small mechs. Once you have 1 Constructoid, 1 Lifter, and 1-2 agrihands, the best way to spend your remaining 5-6 BW is on Militors, since they've got guns.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tox_pack&amp;diff=179742</id>
		<title>Tox pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tox_pack&amp;diff=179742"/>
		<updated>2026-04-27T20:45:32Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Tox pack&lt;br /&gt;
| image = ToxPack.png&lt;br /&gt;
| description = A reusable backpack containing canisters of reagents and a mechanism that uses them to generate tox gas. When the wearer activates the pack, it will begin spreading tox gas and continue for several seconds until it runs out of reagents.&amp;lt;br/&amp;gt;Once used, it must be reloaded with chemfuel before it can be used again.&amp;lt;br/&amp;gt;Tox gas burns the lungs and eyes, causing a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup which can be lethal.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| beauty = -3&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 0.6&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| has quality = false&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| scoreOffset = 4&lt;br /&gt;
| careIfWornByCorpse = false&lt;br /&gt;
| careIfDamaged = false&lt;br /&gt;
| wearPerDay = 0&lt;br /&gt;
| tags = BeltDefenseTox&lt;br /&gt;
| bodyPartGroups = Waist&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Tox gas&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| work to make = 3600&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| resource 3 = Chemfuel&lt;br /&gt;
| resource 3 amount = 35&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Apparel_PackTox&lt;br /&gt;
| label = tox pack&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- ThingDef ParentName=&amp;quot;ApparelNoQualityBase&amp;quot; --&amp;gt;&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| EquipDelay = 2&lt;br /&gt;
&amp;lt;!-- recipeMaker --&amp;gt;&lt;br /&gt;
| unfinishedThingDef = UnfinishedPack&lt;br /&gt;
| useIngredientsForColor = false&lt;br /&gt;
| displayPriority = 350&lt;br /&gt;
&amp;lt;!-- Class=&amp;quot;CompProperties_ApparelReloadable&amp;quot; --&amp;gt;&lt;br /&gt;
| maxCharges = 1&lt;br /&gt;
| soundReload = Standard_Reload&lt;br /&gt;
| chargeNoun = tox pack&lt;br /&gt;
| displayGizmoWhileUndrafted = false&lt;br /&gt;
| ammoDef = Chemfuel&lt;br /&gt;
| ammoCountToRefill = 35&lt;br /&gt;
| baseReloadTicks = 60&lt;br /&gt;
| hotKey = Misc4&lt;br /&gt;
&amp;lt;!-- Class=&amp;quot;CompProperties_ReleaseGas&amp;quot; --&amp;gt;&lt;br /&gt;
| gasType = ToxGas&lt;br /&gt;
| cellsToFill = 45&lt;br /&gt;
| durationSeconds = 12.75&lt;br /&gt;
| effecterReleasing = ToxGasReleasing&lt;br /&gt;
&amp;lt;!-- Class=&amp;quot;CompProperties_AIUSablePack&amp;quot; --&amp;gt;&lt;br /&gt;
| compClass = CompToxPack&lt;br /&gt;
| checkInterval = 60&lt;br /&gt;
| verbClass = Verb_DeployToxPack&lt;br /&gt;
| label2 = deploy tox pack&lt;br /&gt;
| violent = false&lt;br /&gt;
| hasStandardCommand = true&lt;br /&gt;
| targetable = false&lt;br /&gt;
| soundCast = GasPack_Deploy&lt;br /&gt;
| nonInterruptingSelfCast = true&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;ApparelNoQualityBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| thingClass = Apparel&lt;br /&gt;
| category = Item&lt;br /&gt;
| drawerType = MapMeshOnly&lt;br /&gt;
| selectable = True&lt;br /&gt;
| useHitPoints = True&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
| altitudeLayer = Item&lt;br /&gt;
| alwaysHaulable = True&lt;br /&gt;
| burnableByRecipe = true&lt;br /&gt;
| smeltable = true&lt;br /&gt;
| forbiddable = true&lt;br /&gt;
| colorable = true&lt;br /&gt;
}}&lt;br /&gt;
The '''tox pack''' is a [[utility]] item added by the [[Biotech DLC]] that allows the user to deploy [[tox gas]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Mechanical detail- cloud size, deployment time, activation mechanics for both player pawns and NPCs etc. }}&lt;br /&gt;
{{Image wanted|section=1|reason=AoE image in standard style}}&lt;br /&gt;
Tox packs create a cloud of [[tox gas]] centered on the user.&lt;br /&gt;
&lt;br /&gt;
The pack can only be used once before needing to be refueled, at a cost of {{icon Small|chemfuel||35}} chemfuel. To refuel it, select its user and right-click a pile of chemfuel.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General - e.g. strategies, use case, value proposition for making and opportunity cost for use vs other utility}}&lt;br /&gt;
Because the tox gas cloud is created centered on the user tox packs are best used on [[waster]]s or xenotypes with toxic resistance.&lt;br /&gt;
===Toxic Killbox===&lt;br /&gt;
While useless in an open area, Tox packs gain a lot of utility when used in tight corridors and cramped rooms. As Rimworld simulates gas physics for tox gas, smoke and [[Deadlife dust]]. Tox packs are very good for melee blockers inside of killboxes. Do remember however that unless your pawns have full toxic immunity, they will at least partially be affected by tox gas. Thus this strategy is recommended with [[Waster]]s and other tox resistant/immune xenotypes.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tear&amp;quot; Gas===&lt;br /&gt;
Additionally, tox gas can be used to effectively stop prison breaks, however, due to the danger of tox gas in enclosed areas, and considerably meager effectiveness outside, it is recommended to use it carefully, most of the time when using tox gas in an tight corridor against a prisoner, it just results in a dead prisoner. Using it on a group of prisoners is much better however, especially for sanguinophage colonies, where the Warden (or Wardens) have a moderately high chance of blowing off the head of their target instead of beating them into unconsciousness.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Tox packs no longer activate upon stripping or butchering [[corpse]]s wearing them.&lt;br /&gt;
&lt;br /&gt;
{{nav|Utility|wide}}&lt;br /&gt;
[[Category: Utility]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=179740</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=179740"/>
		<updated>2026-04-27T20:28:42Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Alzheimer's */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailments. Add ailment in-game descriptions to each, and format them such that they're obviously quotes}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 33.6 years old to get Alzheimer's, meaning it can first occur at their 34th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer mech serum#Summary|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Death refusal]]{{AnomalyIcon}}: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Chronophagy]]{{AnomalyIcon}}: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
* [[Unnatural healing]]{{AnomalyIcon}}: a Creepjoiner with unnatural healing replicates the effect of a healer mech serum and so can be similarly used to cure Alzheimers at the minor risk of replacing an arm with a flesh tentacle for the cured pawn&lt;br /&gt;
* [[Scarless]]{{BiotechIcon}}: Similarly to Luciferium, Scarless gene can heal permanent injuries including Altzheimer's. But is incredibly rare to come by outside of Sanguinophages. It comes with no downsides to non body purist pawns though.&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 40 years old to get a bad back, meaning it can first occur at their 41st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get cataracts, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery has a 100% base chance to succeed. If it fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 22.4 years old to get carcinoma from aging, meaning it can first occur at their 23rd birthday. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s,{{RoyaltyIcon}} can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with a [[healer mech serum]], [[luciferium]], [[unnatural healing]]{{AnomalyIcon}} or the [[chronophagy]] psychic ritual.{{AnomalyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at level 4&lt;br /&gt;
**15% at level 12&lt;br /&gt;
**25% at level 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 68 years old to get dementia from aging, meaning it can first occur at their 69th birthday. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], [[unnatural healing]] ability,{{AnomalyIcon}} the [[Chronophagy]] psychic ritual,{{AnomalyIcon}} implantation of the [[scarless]] gene,{{BiotechIcon}} or with the use of [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 50 years old to get frail, meaning it can first occur at their 51st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 100 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 60 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 30 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 20 years old to get an artery blockage, meaning it can first occur at their 21st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s.&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get hearing loss, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval, '''SG60''' for short, is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess.&lt;br /&gt;
## Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;'''SG60''' = max(0.000375, 0.0000645 × effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve !! X !! Y&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7| {{Graph:Chart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 100|| 60&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:middle&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Excess&amp;lt;br/&amp;gt;Temperature (°C)&amp;lt;ref&amp;gt;Ambient Temperature - Maximum Comfortable Temperature (°C)&amp;lt;/ref&amp;gt;&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || {{0}}93023 || 1.6 days &lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || {{0}}62016 || 24.8 hours&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003225 || {{0}}18605 || 7.4 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005160 || {{0}}11628 || 4.7 hours&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 0.015480 || {{0|00}}3876 || 1.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.063855 || {{0|000}}939 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027 × heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature. Severity decreases at a constant rate of 1.5% when at 55.6% or above, slowing down until reaching its slowest (0.15%) at 5.6% and below. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike [[#Heatstroke|hyperthermia]], hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:center&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Temperature&amp;lt;br/&amp;gt;Delta&amp;lt;ref&amp;gt;&amp;lt;small&amp;gt;Minimum Comfortable Temperature - Ambient Temperature&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;(°C)&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game hours&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25  || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50  || 0.002580 || 23256 || {{0}}9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || {{0}}4.1&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 0.012255 || {{0}}4896 || {{0}}2.0 &amp;lt;!-- 1.96--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || {{0}}3208 || {{0}}1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027 × hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}} &lt;br /&gt;
* [[Manipulation]] {{Bad|-50%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Vacuum exposure occurs when a pawn is subjected to [[Orbit|hard vacuum]] without adequate protection.&lt;br /&gt;
&lt;br /&gt;
The rate of severity growth is directly proportional to the vacuum percentage of the pawn's current tile, and to the difference between 1 and a pawn's [[vacuum resistance]] stat. Vacuum will be 100% outside pressurized rooms; otherwise, it will vary depending on the presence of [[oxygen pump]]s, open connections to other rooms, and so on. The specific algorithm is:&lt;br /&gt;
# Start with a default of 2% per second.&lt;br /&gt;
# Multiply the amount by the tile's current vacuum percentage.&lt;br /&gt;
# Multiply the product by the difference between 1 and the pawn's vacuum resistance.&lt;br /&gt;
Expressed as a formula, the increase of severity every {{ticks|60}} is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in vacuum exposure severity = 0.02 * tile vacuum percentage * (1 - vacuum resistance)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vacuum exposure builds up extremely quickly in pawns without significant vacuum resistance. An unprotected pawn with no resistance will die in just {{ticks|3000}} of exposure to a complete vacuum, making even brief spacewalks a risky prospect.&lt;br /&gt;
&lt;br /&gt;
Pawns recover quickly from vacuum exposure while inside a pressurized area; severity will simply fall at a flat 10% per second until the condition disappears entirely. Affected pawns that reach 100% vacuum resistance while still exposed (such as by equipping a [[vacsuit]]) will keep their current level of exposure until they return to a pressurized tile, but its severity will not increase any further.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at&amp;lt;br/&amp;gt;severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || Initial ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || ≥15% ||&lt;br /&gt;
* {{Bad|-{{0}}5%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}5%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (mild)''' || ≥30% ||&lt;br /&gt;
* {{Bad|-10%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}8%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (moderate)''' || ≥50% ||&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || ≥85% ||&lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || 100% ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{| class = &amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin: auto;&amp;quot; width=100%&lt;br /&gt;
  |-&lt;br /&gt;
  !Graph&lt;br /&gt;
  |-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
  |width=940&lt;br /&gt;
  |height=600&lt;br /&gt;
  |type=line&lt;br /&gt;
  |legend=Legend&lt;br /&gt;
  |y1Title=No vacuum resistance [50s]&lt;br /&gt;
  |y2Title=Vacsuit chest only (32%) [73s]&lt;br /&gt;
  |y3Title= Vacuum resistant (45%) [90.9s]&lt;br /&gt;
  |y4Title=Vacsuit helmet only (69%) [161s]&lt;br /&gt;
  |y5Title= Vacskin Gland (85%) [5 min 33s]&lt;br /&gt;
  |y6Title=Full Recon armour (95%) [16min 40s]&lt;br /&gt;
  |y7Title=Full Marine armour (97%) [27min 46s]&lt;br /&gt;
  |y8Title=Full Cataphract armour (98%) [41.7min]&lt;br /&gt;
  |y9Title= Vacsuit helmet and any power armor (99%) [83.3min]&lt;br /&gt;
&lt;br /&gt;
  |x = 0,50,73.5,90.0,161.3,333.3,1000,1666.7,2500,5000&lt;br /&gt;
  |y1=0,100&lt;br /&gt;
  |y2=0,68.03,100&lt;br /&gt;
  |y3=0,55.56,81.67,100&lt;br /&gt;
  |y4=0,30.99,45.56,55.79,100&lt;br /&gt;
  |y5=0,15,22.05,27,48.4,100&lt;br /&gt;
  |y6=0,5,7.35,9,16.13,33.33,100&lt;br /&gt;
  |y7=0,3,4.41,5.40,9.68,20,60,100&lt;br /&gt;
  |y8=0,2,2.94,3.6,6.45,13.33,40,66.67,100&lt;br /&gt;
  |y9=0,1,1.47,1.8,3.23,6.67,20,33.33,50,100&lt;br /&gt;
  |xAxisTitle = Time (s)&lt;br /&gt;
  |yAxisTitle = Vacuum exposure (%)&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
Sterilizing a pregnant animal will not terminate the pregnancy.&lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Pawns can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy or IUD insertion.{{BiotechIcon}} It is currently unknown if there are other sources.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative [[liver]] disease caused by excessive [[alcohol]] consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the [[Organ harvesting|transplantation]] of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or [[glitterworld medicine]] to do so.&lt;br /&gt;
* Other than transplantation, only [[healer mech serum]] and [[unnatural healing]]{{AnomalyIcon}} can cure cirrhosis.&lt;br /&gt;
&lt;br /&gt;
Alcohol [[tolerance]] above '''45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Tolerance !! Average cirrhosis interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Cirrhosis (Days) | x = 49, 50, 100 | y =  250, 60, 45 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 60 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 45 Days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]] or via [[unnatural healing]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]],{{IdeologyIcon}} in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potentially still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Unnatural healing]]{{AnomalyIcon}} ability (or possibly through other means as well). It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Main|Bliss lobotomy}}&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty. Makes pawn incapable of cooking, construction, plant work, mining, crafting and intellectual. Can generate on [[horax cult|cultist]] raiders or be deliberately induced via a brain surgery at the cost of 2 medicine and 30 [[bioferrite|bioferrites]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is primarily determined by the cook's [[food poison chance]] stat, with the [[Cleanliness|cleanliness of the room]] where it was prepared also being a potential factor. &lt;br /&gt;
&lt;br /&gt;
[[Corpse]]s have a flat chance of 5% to give food poisoning. Other raw food has a flat chance in between 1% and 4% depending on the type of food — most raw food having a 2% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; | '''0''' || style=&amp;quot;background-color:#F00000&amp;quot; | '''5.00%''' || rowspan=&amp;quot;10&amp;quot;| {{Graph:Chart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
Chance = ([[Cleanliness|Room Cleanliness]] + 2) * 0.05 / 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Capped between 0% and 5%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot; &lt;br /&gt;
| '''1''' || '''4.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| '''2''' || '''3.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| '''3''' || '''2.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| '''4''' || '''1.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| '''5''' || '''1.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| '''6''' || '''0.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| '''7''' || '''0.25%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| '''8''' || '''0.15%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| '''9-20''' || '''0.10%'''&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only be minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or by making [[Baby food]] or [[nutrient paste meal]]s as they will never cause food poisoning. Installing a [[sterilizing stomach|sterilizing]],{{RoyaltyIcon}} [[nuclear stomach]],{{RoyaltyIcon}} or [[fleshmass stomach]],{{AnomalyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} render pawns immune to contracting food poisoning. Note that [[bionic stomach]]s reduce the chance of getting food poisoning by 50% but cannot outright prevent it.&lt;br /&gt;
&lt;br /&gt;
The notification for a colonist being poisoned will explain the cause of the poisoning. This can be very helpful if an unattended kitchen was allowed to cross into the very dirty -2 cleanliness danger zone, as a nearby cleaner can simply be ordered to clean the kitchen and avoid more unnecessary poisoning.&lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before. [[Unnatural healing]]{{AnomalyIcon}} is the vastly more economical option, though it carries opportunity cost of the 6 day cooldown.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, which interrupts and resets the process of eating, combined with the reduction in eating speed, patients with food poisoning may be at risk of developing [[malnutrition]]. With the already impaired consciousness and moving capacity from the poisoning, stacking malnutrition on top of that could lead to a [[downed]] state, so it may be worth supervising poisoned pawns in case they need rescue. A diet of small unit foods such as [[pemmican]] will not mitigate this issue, as there is no concept of incremental eating - a pawn takes the same time to consume one pemmican as it takes to consume 18 pemmican, and if interrupted part way through, all the pemmican pieces remain uneaten.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
Primarily occurs with exposure to [[toxic fallout]], [[pollution]],{{BiotechIcon}} [[tox gas]],{{BiotechIcon}} and tox rain.{{OdysseyIcon}} Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]],{{RoyaltyIcon}} or [[venom fangs]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout and tox rain, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to toxic fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.{{Check Tag|Rate from tox rain?}}&lt;br /&gt;
&lt;br /&gt;
There are two stats that reduce toxic build up stats:&lt;br /&gt;
* All sources of toxic buildup are affected by the [[Toxic Resistance]] [[stat]]. [[Human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Some ways of increasing this stat are the [[detoxifier kidney]]{{BiotechIcon}} and [[tox resistance]] [[gene]].{{BiotechIcon}}&lt;br /&gt;
* [[Toxic Environment Resistance]] protects against all sources of buildup except for direct attacks like cobra bites. Some ways of increasing this stat are the [[face mask]], [[gas mask]],{{BiotechIcon}} and [[detoxifier lung]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Both stats reduce the amount of buildup received by the % of the stat, so 50% Toxic Resistance = 50% less build up. Toxic Resistance and Toxic Environment Resistance will multiplicatively stack with each other, so if a human has 50% in both stats, the effective rate of buildup from environmental sources is 25%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Pilot assistant]] {{OdysseyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC|Royalty]] and [[Odyssey DLC|Odyssey]] DLCs, it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[neural heat limit]]s when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Subcore softscanner}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]],{{RoyaltyIcon}} or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. Vomiting lasts a random duration from {{Ticks|300}} to {{Ticks|900}}, and every 150 interval ticks it reduces the pawn's food bar by 0.04 and generates 1 stack of [[vomit]] filth on the tile they're facing. Note that this interval tick occurs independently from the beginning of the vomiting duration, and as such the number of times it occurs may not be the simple division of the chose duration divided by 150. As such, between one fewer and one more interval may occur than the the division would indicate. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected before ailments show by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day. Progress can be paused through the use of a [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[healer mech serum]] as well as the [[unnatural healing]] ability so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable, short of destroying the colonists brain then resurrecting them with either a [[resurrector mech serum]] or [[death refusal]]. However, consistently destroying the brain can be difficult. There are 5 main ways to achieve it:&lt;br /&gt;
* With the [[Biotech DLC]], using a [[Subcore ripscanner]] on the colonist in question will kill it by destroying its brain.&lt;br /&gt;
* Also with the Biotech DLC, extracting the pawn's genes with a [[Gene extractor]] while the '''Genes Regrowing''' Hefiff remains active will kill it by brain destruction.&lt;br /&gt;
* With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will destroy its head reliably and safely.&lt;br /&gt;
* Fatal [[Luciferium]] withdraw kills by destroying the brain.&lt;br /&gt;
* Allow colonists or animals to eat sections of the corpse, risking consuming the entire body before the head is removed.&lt;br /&gt;
&lt;br /&gt;
Furthermore, no matter how successful the head removal, the costs and downsides of the either the serum or refusal remain. If this strategy is used, remember not to euthanize them or they will be no longer of your faction after resurrection.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, [[Ghoul|ghoul infusion]] will not cure crumbling mind and it will hinder ghoul's combat abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x75%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable of work types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Duplicate sickness ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse. However, the condition will not be lethal.&lt;br /&gt;
&lt;br /&gt;
Duplicate sickness is one of the potential outcomes from the duplication of a pawn by a [[corrupted obelisk]]. It affects both the original pawn and the duplicate{{Check Tag|Wb other duplicates?|Test both a previous duplicate (i.e. use obelisk gizmo, wait cooldown use again) and mass cloning (i.e. when 30 pawns spawn when it reaches max activity}} and is initially hidden. Severity increases by 10% per day that both pawns are alive. A pawn in [[cryptosleep]] will not gain severity, but being in cryptosleep will ''not'' prevent the other copy of the pawn from gaining severity. This gradually reduces the consciousness of both pawns and makes them more likely to have [[mental breaks]], before eventually rendering both comatose. &lt;br /&gt;
&lt;br /&gt;
It cannot be treated,{{Check Tag|Verify}} but can be cured by one of three methods: [[healer mech serum]], the [[unnatural healing]] ability, or the death of one of the two pawns. &lt;br /&gt;
&lt;br /&gt;
If one of the two connected pawns is killed, the other's duplication sickness severity immediately starts regressing at the rate of 50% per day, while the killed pawn's duplication sickness is instantly cured. The killed pawn can then be immediately resurrected with a [[resurrector mech serum]] or [[death refusal]] without stopping the regression of the other pawn's sickness. Similarly, if one of the linked pawns is turned into a [[ghoul]], killed, and revived with a [[ghoul resurrection serum]], the same mechanics apply.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || Initial ||&lt;br /&gt;
* No symptoms, condition not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || ≥20% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|5%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (moderate)''' || ≥50% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|10%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (extreme)''' || ≥80% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|15%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|14%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (debilitating)''' || ≥95% severity ||&lt;br /&gt;
* [[Consciousness]] Max: {{Bad|10%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. It can be cured by [[healer mech serum]] or [[unnatural healing]],{{AnomalyIcon}} alternatively resurrection can be attempted again via another [[resurrector mech serum]] or [[death refusal]].{{AnomalyIcon}} It is otherwise uncurable. A [[cryosleep casket]] can sustain the pawn in order to wait for a cure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be 2 or more colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-60% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 60-80% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 80-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 70% of life expectancy (i.e. 56 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 90% of life expectancy (i.e. 72 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity.  Each interval the heart attack severity will randomly change by a value between {{---|40%}} to {{++|60%}}. This means that it is possible for a heart attack to recover on its own, but usually (~76% likelihood){{Check Tag|Detail needed|How is this calculated??}} an untreated heart attack progresses to fatal severity. The interval between changes is random, and varies between {{Ticks|500}} and {{Ticks|10000}}.&amp;lt;!-- 5000 x Rand.Range(0.1, 2.0) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by {{---|30%}}. Successfully reducing severity below 0% will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The chance a particular treatment can succeed is 65% multiplied by the [[tend quality]], for an effective maximum of 84.5% with [[glitterworld medicine]].&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Vacuum exposure implemented with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctol&amp;diff=179651</id>
		<title>Noctol</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctol&amp;diff=179651"/>
		<updated>2026-04-24T21:13:18Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Noctol&lt;br /&gt;
| image = Noctol.png&lt;br /&gt;
| description = A large, chittering creature covered with an oily black carapace and armed with claws formed from bioferrite. While it is deadly in the dark, exposure to light irritates its eyes and flesh, slowing it down considerably.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hide inspect = true&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 60&lt;br /&gt;
| anomaly knowledge = 1&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 3&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 50&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorsharp = 28&lt;br /&gt;
| armorblunt = 18&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 80&lt;br /&gt;
| movespeed = 8&lt;br /&gt;
| healthscale = 1.5&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| body = Noctol&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 25&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 1&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| blood def = Filth_DarkBlood&lt;br /&gt;
| bleed rate factor = 0.5&lt;br /&gt;
| flesh type = EntityFlesh&lt;br /&gt;
| is immune to infections = true&lt;br /&gt;
| has genders = false&lt;br /&gt;
| disable ignite verb = true&lt;br /&gt;
| corpse hidden while undiscovered = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left claw&lt;br /&gt;
| attack1labelNoLocation = claw&lt;br /&gt;
| attack1dmg = 12.3&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1part = FrontLeftClaw&lt;br /&gt;
| attack1cool = 1.25&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right claw&lt;br /&gt;
| attack2labelNoLocation = claw&lt;br /&gt;
| attack2dmg = 12.3&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2part = FrontRightClaw&lt;br /&gt;
| attack2cool = 1.25&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3dmg = 15&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = head&lt;br /&gt;
| attack4dmg = 9&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4part = HeadAttackTool&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| attack4ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Noctol&lt;br /&gt;
| label = noctol&lt;br /&gt;
}}&lt;br /&gt;
The '''noctol''' is an [[entity]] added by the [[Anomaly DLC]] that appears during the [[unnatural darkness]] event.&lt;br /&gt;
&lt;br /&gt;
== Occurrence == &lt;br /&gt;
Noctols attack during the [[unnatural darkness]] event until all [[noctolith]]s are destroyed or the darkness disappears on its own. Also, damaging a noctolith triggers an attack wave of noctols once per noctolith.&lt;br /&gt;
&lt;br /&gt;
They will also appear during the [[Endings#The Void|monolith endgame]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= 1)&lt;br /&gt;
Majority of required detail is in [[Hediffs/Anomaly/Global/Misc/Light exposure]] 2) explain glowing eyes, and use [[:File:Unnatural darkness noctol attack eyes.png]] to demonstrate }}&lt;br /&gt;
&lt;br /&gt;
When exposed to light, Noctols receive a debuff that scales to the light's brightness{{Check Tag|Check|Linear scaling below 50%?}}, reaching full strength at 50% or brighter, where it gives {{++|15%}} [[pain]], {{++|200%}} [[melee cooldown]], and {{Bad|×50%}} [[move speed]].&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
A noctol yields 3 [[bioferrite]] per day and 200W of power when hooked up to an [[electroharvester]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
In darkness, noctols fight almost as well as [[scyther]]s and move much faster, but bright (50%) light inflicts a debuff that makes them barely more dangerous than unarmed humans. Their extraordinary move speed drops to below an ordinary pawn, their attacks still hit hard but are extremely slow, and their above-average health scale is balanced out by the +15% pain from light. With good light management they are one of the less threatening entities you can face.&lt;br /&gt;
&lt;br /&gt;
Noctols spawn en-masse in dark areas around a noctolith when it is attacked. Make sure you place lighting down prior to attacking them. [[Flood light]]s are ideal for areas in and around your own base, but any lighting will suffice. If facing them outside, such as around the [[noctolith]]s themselves, [[disruptor flare]]s and [[solar pinhole]]s{{RoyaltyIcon}} are portable and easy to deploy. In less advanced colonies, bringing [[wood]] to build [[torch lamp]]s can also work.&lt;br /&gt;
&lt;br /&gt;
Noctols are a good source of [[Research#Anomaly|advanced anomaly research points]] since they're easier to contain and much less dangerous than [[chimera]]s or [[devourer]]s so long as they're kept in well lit areas. Additionally they act as an sidegrade for the purpose of resource harvesting, yielding allmost twice as much bioferrite but also requiring twice as much containment strength&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Noctol}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Noctol.png|Facing east&lt;br /&gt;
Noctol north.png|Facing north&lt;br /&gt;
Noctol south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated Noctol east.png|Dessicated facing east&lt;br /&gt;
Dessicated Noctol north.png|Dessicated facing north&lt;br /&gt;
Dessicated Noctol south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Noctol's name likely comes from the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hunter_trap&amp;diff=179650</id>
		<title>Hunter trap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hunter_trap&amp;diff=179650"/>
		<updated>2026-04-24T21:04:46Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= Analysis information on: locations, strategies for preparing for hidden and active drones, defense utility with and vs turrets and mines }}&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Hunter trap&lt;br /&gt;
| image = HunterTrap.png&lt;br /&gt;
| description = A dormant hunter drone that activates when it detects a threat. The hunter drone closes with the target and detonates. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 50&lt;br /&gt;
| beauty = -15&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Hunter drones&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 3600&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| mass base = 10&lt;br /&gt;
}}&lt;br /&gt;
The '''hunter trap''' is a [[trap]] that triggers when it detects an enemy in its line of sight at a maximum distance of 20 tiles. It self-destructs on activation, releasing an explosive [[hunter drone]] targeting the pawn who triggered it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Hostile hunter traps belonging to the Hostile [[Ancients]] faction can also be encountered in [[landmarks]], such as an [[ancient garrison]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Detection radius in the [[:Category: Images - Graphics|standard style]]}}&lt;br /&gt;
{{Stub|section=1|reason=Mechanical detail lacking - for some specific notes see check tags also do sappers avoid?}}&lt;br /&gt;
The hunter trap is activated when a pawn hostile to its faction enters its line of sight within a 20 tile radius. This happens automatically and cannot be avoided by dodging or by nimble pawns. However the trap is incapable of detecting invisible pawns. Friendlies cannot trigger the trap, even by stepping on it. Player-owned hunter traps do not react to prisoners or downed pawns.&lt;br /&gt;
&lt;br /&gt;
Hunter traps can be constructed by the player colony to detect and target any enemies of the colony. In this case the &amp;quot;auto rearm&amp;quot; option, when enabled, produces a blueprint to replace the trap when triggered. Hostile hunter traps can be triggered by anyone hostile to the [[Ancients]] in turn, including the player's colonists.&lt;br /&gt;
&lt;br /&gt;
Activation releases a [[hunter drone]], destroying the hunter trap. The hunter drone beelines for the triggerer, or the nearest hostile if it can't find a path to the triggerer,{{Check Tag|Does it change targets?}} and activates detonation when it comes within a 1.5 tile distance of any enemy. It explodes after throwing sparks for {{Ticks|120}}, or instantly when it is killed. &lt;br /&gt;
&lt;br /&gt;
If an inactive Hunter Trap building is spotted, it can be safely stunned from cover with [[EMP]] weapons and destroyed before it activates. Traps destroyed in the duration of an EMP stun will drop 10 steel and 10 chemfuel. The trap itself does not explode, but always deploys the drone if destroyed or activated otherwise. Activating the drone always consumes the trap. The drone explodes on death, even when stunned.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Unlike the traditional [[Spike Trap]]s, hunter traps are better treated as landmines, benefitting from being placed in the open, some distance away from the main defensive line. As they are effectively an homing projectile. Raiders often don't have the time to take the trap down before it reaches them. Similarly to their drone counterpart. Hunter traps can easily destroy most non-stone walls.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HunterTrap.png|Trap prior to activation&lt;br /&gt;
File:HunterDrone_east.png|Drone facing east post activation, note extended legs&lt;br /&gt;
File:HunterDrone_north.png|Drone facing north east post activation, note extended legs&lt;br /&gt;
File:HunterDrone_south.png|Drone facing south east post activation, note extended legs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Trap]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hunter_pack&amp;diff=179649</id>
		<title>Hunter pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hunter_pack&amp;diff=179649"/>
		<updated>2026-04-24T20:59:35Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Hunter pack&lt;br /&gt;
| image = HunterDronePack north.png&lt;br /&gt;
| description = A wearable pack that deploys a hunter drone. The drone will close with the target and detonate when it is within range.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -3&lt;br /&gt;
| marketvalue = 305&lt;br /&gt;
| flammability = 0.6&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Hunter drone&lt;br /&gt;
| work to make = 10020&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| resource 3 = Components&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = No&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Utility&lt;br /&gt;
| range = 21&lt;br /&gt;
| warmup = 60&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| defName = Hunter_pack_capsule&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tags = &lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
| page verified for version = 1.6.4633&lt;br /&gt;
}}&lt;br /&gt;
'''Hunter packs''' are one-time use [[utility]] item in the [[Odyssey DLC]]. A colonist can use hunter packs to launch an allied [[Hunter drone]] in a 21-tile range. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Gizmos}}&lt;br /&gt;
When equipped, a {{lc:{{P|Name}}}} is worn in the waist [[Utility|utility slot]]. Pawns that are [[incapable]] of violence can equip, but not use, the pack. It can be manually activated by the player{{Check Tag|NPC use?|If on an NPC, can they trigger it independently?}} to target a tile within {{P|Range}} tiles and within [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
After a {{Ticks|{{P|Aiming Time Base}}}} warm-up, a hunter drone will be thrown towards the target tile. The warmup time before launch is affected by the [[Aiming Time]] stat of the wearer and that the drone acts as a projectile until it lands and therefore has travel time. Once it lands, it becomes a normal hunter drone allied to the wearer's faction, and uses the same AI. For further information about the behavior and capabilities of the drone once active, see the [[hunter drone]] page. The hunter drone is powered by a 5 hour battery that lasts {{Ticks|12500}}, after which it will shut down and leave a dead hunter drone that can be scrapped at a machining table.&lt;br /&gt;
&lt;br /&gt;
The pack has a single use and cannot be recharged or reloaded - once the drone is launched, the pack disappears completely and no resources can be salvaged from it. &lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analysis}}&lt;br /&gt;
Hunter Packs are effectively more expensive, Homing, More powerful grenades that also get used up on impact. A hunter pack can be thrown at an enemy to deal significant damage, as well as destroy some cover. Unlike grenades however, the hunter drone can be intercepted before reaching the target. Excellent against indoors and armored targets, as well as large groups of targets.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tox_pack&amp;diff=179648</id>
		<title>Tox pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tox_pack&amp;diff=179648"/>
		<updated>2026-04-24T20:50:43Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Tox pack&lt;br /&gt;
| image = ToxPack.png&lt;br /&gt;
| description = A reusable backpack containing canisters of reagents and a mechanism that uses them to generate tox gas. When the wearer activates the pack, it will begin spreading tox gas and continue for several seconds until it runs out of reagents.&amp;lt;br/&amp;gt;Once used, it must be reloaded with chemfuel before it can be used again.&amp;lt;br/&amp;gt;Tox gas burns the lungs and eyes, causing a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup which can be lethal.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| beauty = -3&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 0.6&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| has quality = false&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| scoreOffset = 4&lt;br /&gt;
| careIfWornByCorpse = false&lt;br /&gt;
| careIfDamaged = false&lt;br /&gt;
| wearPerDay = 0&lt;br /&gt;
| tags = BeltDefenseTox&lt;br /&gt;
| bodyPartGroups = Waist&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Tox gas&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| work to make = 3600&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| resource 3 = Chemfuel&lt;br /&gt;
| resource 3 amount = 35&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Apparel_PackTox&lt;br /&gt;
| label = tox pack&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- ThingDef ParentName=&amp;quot;ApparelNoQualityBase&amp;quot; --&amp;gt;&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| EquipDelay = 2&lt;br /&gt;
&amp;lt;!-- recipeMaker --&amp;gt;&lt;br /&gt;
| unfinishedThingDef = UnfinishedPack&lt;br /&gt;
| useIngredientsForColor = false&lt;br /&gt;
| displayPriority = 350&lt;br /&gt;
&amp;lt;!-- Class=&amp;quot;CompProperties_ApparelReloadable&amp;quot; --&amp;gt;&lt;br /&gt;
| maxCharges = 1&lt;br /&gt;
| soundReload = Standard_Reload&lt;br /&gt;
| chargeNoun = tox pack&lt;br /&gt;
| displayGizmoWhileUndrafted = false&lt;br /&gt;
| ammoDef = Chemfuel&lt;br /&gt;
| ammoCountToRefill = 35&lt;br /&gt;
| baseReloadTicks = 60&lt;br /&gt;
| hotKey = Misc4&lt;br /&gt;
&amp;lt;!-- Class=&amp;quot;CompProperties_ReleaseGas&amp;quot; --&amp;gt;&lt;br /&gt;
| gasType = ToxGas&lt;br /&gt;
| cellsToFill = 45&lt;br /&gt;
| durationSeconds = 12.75&lt;br /&gt;
| effecterReleasing = ToxGasReleasing&lt;br /&gt;
&amp;lt;!-- Class=&amp;quot;CompProperties_AIUSablePack&amp;quot; --&amp;gt;&lt;br /&gt;
| compClass = CompToxPack&lt;br /&gt;
| checkInterval = 60&lt;br /&gt;
| verbClass = Verb_DeployToxPack&lt;br /&gt;
| label2 = deploy tox pack&lt;br /&gt;
| violent = false&lt;br /&gt;
| hasStandardCommand = true&lt;br /&gt;
| targetable = false&lt;br /&gt;
| soundCast = GasPack_Deploy&lt;br /&gt;
| nonInterruptingSelfCast = true&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;ApparelNoQualityBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| thingClass = Apparel&lt;br /&gt;
| category = Item&lt;br /&gt;
| drawerType = MapMeshOnly&lt;br /&gt;
| selectable = True&lt;br /&gt;
| useHitPoints = True&lt;br /&gt;
| drawGUIOverlay = true&lt;br /&gt;
| altitudeLayer = Item&lt;br /&gt;
| alwaysHaulable = True&lt;br /&gt;
| burnableByRecipe = true&lt;br /&gt;
| smeltable = true&lt;br /&gt;
| forbiddable = true&lt;br /&gt;
| colorable = true&lt;br /&gt;
}}&lt;br /&gt;
The '''tox pack''' is a [[utility]] item added by the [[Biotech DLC]] that allows the user to deploy [[tox gas]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Mechanical detail- cloud size, deployment time, activation mechanics for both player pawns and NPCs etc. }}&lt;br /&gt;
{{Image wanted|section=1|reason=AoE image in standard style}}&lt;br /&gt;
Tox packs create a cloud of [[tox gas]] centered on the user.&lt;br /&gt;
&lt;br /&gt;
The pack can only be used once before needing to be refueled, at a cost of {{icon Small|chemfuel||35}} chemfuel. To refuel it, select its user and right-click a pile of chemfuel.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General - e.g. strategies, use case, value proposition for making and opportunity cost for use vs other utility}}&lt;br /&gt;
Because the tox gas cloud is created centered on the user tox packs are best used on [[waster]]s or xenotypes with toxic resistance.&lt;br /&gt;
===Toxic Killbox===&lt;br /&gt;
While useless in an open area, Tox packs gain a lot of utility when used in tight corridors and cramped rooms. As Rimworld simulates gas physics for tox gas, smoke and [[Deadlife dust]]. Tox packs are very good for melee blockers inside of killboxes. Do remember however that unless your pawns have full toxic immunity, they will atleast partially be affected by tox gas. Thus this strategy is recommended with [[Waster]]s and other tox resistant/immune xenotypes.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Tox packs no longer activate upon stripping or butchering [[corpse]]s wearing them.&lt;br /&gt;
&lt;br /&gt;
{{nav|Utility|wide}}&lt;br /&gt;
[[Category: Utility]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=179646</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=179646"/>
		<updated>2026-04-25T00:46:19Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Void monolith&lt;br /&gt;
| image = Void monolith.png&lt;br /&gt;
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| selectable = true&lt;br /&gt;
| destroyable = false&lt;br /&gt;
| uses hit points = false&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.3&lt;br /&gt;
| focus types = Void&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 1&lt;br /&gt;
| knowledge category = Basic &amp;lt;!-- Gets overriden later with study unlocks --&amp;gt;&lt;br /&gt;
| study interval = 120000 &amp;lt;!-- 2 days --&amp;gt;&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| passibility = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| size = 3 x 3&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| repairable = false&lt;br /&gt;
| is targetable = false&lt;br /&gt;
| is inert = true&lt;br /&gt;
| claimable = false&lt;br /&gt;
| expand home area = false&lt;br /&gt;
&amp;lt;!-- Glower --&amp;gt;&lt;br /&gt;
| glowradius = 12&lt;br /&gt;
| glowcolor = (255,120,120,0)&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = VoidMonolith&lt;br /&gt;
| label = void monolith&lt;br /&gt;
}}&lt;br /&gt;
The '''void monolith''' is a structure that is the center point of the [[Anomaly DLC]]. It is used to enable in encounters with most [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
The monolith appears on all new colony maps by default. If you have selected the &amp;quot;Ambient Horror&amp;quot; mode of the [[storyteller]] settings, the monolith '''will not be available'''.&lt;br /&gt;
&lt;br /&gt;
If you choose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will spawn right next to your crash landing spot, instead of its usual and distanced spot, allowing you to form a base around it easier.&lt;br /&gt;
&lt;br /&gt;
If the monolith is enabled in storyteller settings, but there are no monolith on your maps for any reason (like move to a new map or add the DLC in the middle of another playthrough), you will receive a &amp;quot;Strange Signal&amp;quot; quest, which will spawn a monolith on your map when you accept it. The monolith's spawn point is random, and it may destroy existing structures when it arrives.&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Void focus mediation}}&lt;br /&gt;
[[File:Void Monolith Awakened Valid Meditation Spots.png|thumb|right|128px|Valid meditation spot positions for the Awakened monolith]]&lt;br /&gt;
&lt;br /&gt;
The monolith is the first [[entity]] that the player will encounter. Initially dormant, the monolith goes through these stages of development:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Monolith&lt;br /&gt;
! Size&lt;br /&gt;
! Level&lt;br /&gt;
! Effect&lt;br /&gt;
! Advancement&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]]&lt;br /&gt;
| 3×3&lt;br /&gt;
|&lt;br /&gt;
| Encounter minimum amount of Anomaly incidents, includes shambler assault, psychic ritual siege, and creepjoiner arrival&lt;br /&gt;
| Investigate the monolith with a colonist, and choose to &amp;quot;Keep focusing&amp;quot; when you receive the warning dialog&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 1.png|64px]]&lt;br /&gt;
| 5×3&lt;br /&gt;
| Level 1: Intermittent psychic humming&lt;br /&gt;
| Encounter a mix of basic and easier advanced [[entities]]. You will immediately experience a [[Events#Gray_pall|gray pall]] event, followed shortly by a [[sightstealer]] attack and a [[harbinger tree]] sprout&lt;br /&gt;
| Encounter '''7 [[Entities#Basic|basic entities]]''' (out of 8), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 2.png|64px]]&lt;br /&gt;
| 5×5{{ref label|Footprint|A}}&lt;br /&gt;
| Level 2: Pulsing with psychic energy&lt;br /&gt;
| All entity encounters possible, including the more-dangerous advanced entities&lt;br /&gt;
| Encounter '''12 [[Entities#Advanced|advanced entities]]''' (out of 17), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 3.png|64px]]&lt;br /&gt;
| 5×5{{ref label|Footprint|A}}&lt;br /&gt;
| Level 3: Awakening&lt;br /&gt;
| The monolith is awakening for the [[Endings#The Void|end of the quest]]&lt;br /&gt;
| Active a total of 5 [[void structure]]s and wait until the monolith awakens&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 4.png|64px]]&lt;br /&gt;
| 5×5{{ref label|Footprint|A}}&lt;br /&gt;
| Level 4: Awakened&lt;br /&gt;
| The monolith is awakened and opens a portal to the metal hell, leading to the end of the quest&lt;br /&gt;
| Enter the [[metal hell]] and interact the [[void node]], reaching the chosen [[ending]]&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 3.png|64px]]&lt;br /&gt;
| 5×5{{ref label|Footprint|A}}&lt;br /&gt;
| Level 4: Awakened&lt;br /&gt;
| The monolith is awakened as the pawn has embraced the void, dangerous Anomaly events will continue to occur&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| Collapsed&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith collapsed.png|64px]]&lt;br /&gt;
| 3×3&lt;br /&gt;
|&lt;br /&gt;
| Random Anomaly events return to the same level as an inactive (level 0) monolith&lt;br /&gt;
| —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{{note|Footprint|A}} The 5×5 monolith is not regular in shape, the five tiles that appear empty are indeed empty and can be walked on and built on as normal.&lt;br /&gt;
&lt;br /&gt;
These stages are saved in the world; losing the monolith and getting the &amp;quot;Strange Signal&amp;quot; quest spawns a monolith of the same level.&lt;br /&gt;
&lt;br /&gt;
The monolith must be attuned or investigated after each step to advance, allowing you to decide when to progress. If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will ''automatically'' move to Level 1 on its own a few days after you begin the game.&lt;br /&gt;
&lt;br /&gt;
The monolith can be [[work|studied]] every two days as a source of either basic or advanced Anomaly tech tree research points.&lt;br /&gt;
&lt;br /&gt;
The monolith separates rooms and provides total cover (like a wall), and it is invulnerable to all damage and fire. [[Raiders]] will ignore the monolith. When the monolith expands in size, it will uninstall, deconstruct or destroy any structures in the way. However, any connected power sources, if the power conduit is out of range for the monolith will still put power into the system, unless another producer/consumer is connected.&lt;br /&gt;
&lt;br /&gt;
Depending on which path you select during the [[Monolith endgame|Anomaly ending quest]], the monolith will either be permanently closed or permanently locked at level 4. In either case, it can still be studied indefinitely for advanced research points.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{For|dealing with the monlith awakening at level 3|monolith endgame}}&lt;br /&gt;
&lt;br /&gt;
The monolith is your only permanent source of Anomaly research points. However once the monolith study has been completed, you can research captured entities instead to avoid having to travel to the monolith. Studying the monolith or entities is done through the &amp;quot;Dark Study&amp;quot; job on the [[work|Work tab]].&lt;br /&gt;
&lt;br /&gt;
You may want to build your base near the monolith to reduce the travelling time to it.&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
The void monolith is the best Void [[meditation focus]],{{RoyaltyIcon}} although it cannot be moved and only has three tiles to place [[meditation spot]]s in.&lt;br /&gt;
&lt;br /&gt;
===Theoretical infinite energy generation===&lt;br /&gt;
By placing power generators near the left or right side of the monolith, and power conduits adjacent to the left or rightmost side of the power generator. And activatting the monolith, one can achieve infinite power, in addition to that. The full cost of the generator in resources will also be returned. The power still remains in the network and can be used by various appliances, however the phantom power generators will disappear as soon as the power network is updated in any way, either by adding or removing buildings including conduits. This is almost certainly a bug.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nerve_spiker&amp;diff=179645</id>
		<title>Nerve spiker</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nerve_spiker&amp;diff=179645"/>
		<updated>2026-04-24T20:27:55Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Nerve spiker &lt;br /&gt;
| image = Nerve spiker.png  &lt;br /&gt;
| description = A crossbow-like device that throws rough spikes embedded with a paralytic biotoxin. Low damage, but it stuns non-mechanoid targets. Large targets are more resistant to the biotoxin and will be stunned for less time.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| damage = 11&lt;br /&gt;
| damage type = Nerve&lt;br /&gt;
| armorPenetration = 16&lt;br /&gt;
| range = 29.9&lt;br /&gt;
| accuracyTouch = 70&lt;br /&gt;
| accuracyShort = 78&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 35&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 87&lt;br /&gt;
| cooldown = 99&lt;br /&gt;
| burst = 1&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| velocity = 44&lt;br /&gt;
| production facility 2 = Bioferrite shaper&lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| research = Bioferrite extraction&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| mass base = 1.3&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 9000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Limb&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = poke&lt;br /&gt;
| meleeattack2part = Limb&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = &lt;br /&gt;
| MeleeWeaponAverageAP = &lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = NerveSpiker&lt;br /&gt;
| tradeTags = HoraxWeapon&lt;br /&gt;
| thingSetMakerTags = &lt;br /&gt;
| thingCategories = WeaponsRanged&lt;br /&gt;
}}&lt;br /&gt;
'''Nerve spikers''' are [[ranged weapon]]s added by the [[Anomaly DLC]] that deal low {{DPS}} but stun organic targets on hit.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
Additionally it can be aquired from quests relatively often at Legendary or Masterwork qualities.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=|reason=Details- how long is stun  does it provides every time, define living target eyc}}&lt;br /&gt;
The nerve spiker is a crossbow like weapon that stuns living targets on hit.&lt;br /&gt;
&lt;br /&gt;
The stun time is between {{ticks|45}} and {{ticks|270}} seconds, dependent on the body size and quality of the weapon. After being stunned, targets become 'Adapted', gaining immunity from further stuns for {{ticks|240}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation.&lt;br /&gt;
&lt;br /&gt;
Stun duration based on body size:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Body size | yAxisFormat = f | yAxisMin = 0 | yAxisTitle = Stun duration (in seconds) | type = line | x = 0.01, 1, 2, 4 | y1 = 3, 2, 2, 1 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Quality&lt;br /&gt;
! Stun duration&lt;br /&gt;
|-&lt;br /&gt;
| Awful&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
| Poor&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Normal&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Excellent&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Masterwork&lt;br /&gt;
| 125%&lt;br /&gt;
|-&lt;br /&gt;
| Legendary&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Potential for melee blocking, maximum Stun uptime % etc, pairing with aiming time and cooldown factors can you stunlock?}}&lt;br /&gt;
The nerve spiker has a low rate of fire and performs poorly at all ranges. Up to short range, it performs similarly to a [[short bow]], and while it performs better at range including having a longer over all range, this only makes it slightly better than than the worst ranged weapons in the game. The stun does not help much.&lt;br /&gt;
&amp;lt;!--This makes it good especially in close combat fights and for hunting. It can be aquired early in the game as quest reward due to its low value. Higher quality nerve spikers can hit enemies reliably, especially when paired with a pawn with a high shooting skill. This makes them very valuable in slowing down dangerous enemies. --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Electric smelter|Smelting]] nerve spikers yields {{Icon Small|bioferrite}} 10 [[bioferrite]] each. This makes cultist raids a decent source of the material.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Can now be crafted at a crafting spot.{{Check Tag|Original research?|Was it originally bioferrite shaping as indicated by page history?}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=179643</id>
		<title>Blood rain (ritual)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=179643"/>
		<updated>2026-04-24T17:29:44Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */ provoke pit gate costs 75 bioferrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= Needs participant kinds and numbers}}&lt;br /&gt;
{{About|the [[psychic ritual]]|weather event it causes|Blood rain}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Blood rain&lt;br /&gt;
| image = Psychic ritual - Blood rain.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Cast a ritual which causes blood-like psychofluid to fall from the sky. The fluid will slowly drive exposed humans and animals into a berserk frenzy. Traits and psychic sensitivity modulate the effect.&lt;br /&gt;
| research = Blood rain&lt;br /&gt;
| ritual duration = 5000&lt;br /&gt;
| ritual cooldown = 1500000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 70&lt;br /&gt;
}}&lt;br /&gt;
'''Blood rain''' is a [[psychic ritual]] that causes the [[blood rain]] [[weather]] event to start. Blood rain inflicts slowly increasing [[melee damage factor]] buffs and [[mood]] penalties on those exposed to it, before finally driving them [[Mental break#Berserk|berserk]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Main|Blood rain}}&lt;br /&gt;
&lt;br /&gt;
Causes the game condition effect &amp;quot;''Blood rain frenzy''&amp;quot;, with the duration depending on the ritual quality. The effect ranges from 3 hours at 0% ritual quality to 16 hours at 100% quality. Blood rain requires one invoker, and can include up to 6 additional chanters. The invoker can add up 25% ritual quality based on their [[psychic sensitivity]] (starting at 12% at 100 sensitivity), and each chanter adds 3.3% ritual quality to a maximum of {{+|20%}}.&lt;br /&gt;
&lt;br /&gt;
''Blood rain frenzy'' changes the [[weather]] to ''blood rain'' (naturally), and causes &amp;quot;''Blood rage''&amp;quot; in exposed [[human]]s and [[animals]]. The rate of blood rage gained is dependent on their [[psychic sensitivity]]. Blood rage buildup causes negative {{Thought|value=-6|value2=-12|value3=-18|value4=-24|label=Blood rage|desc=}} and increases [[melee damage factor]] (starting at {{+|110%}}, and increasing to {{+|150%}}). At 100% severity, the affected pawn will go [[Mental break#Berserk|berserk]] if human (until blood rage wears off) or [[manhunter]] if animal (until sleeping). Blood rage fades rapidly when exposed pawns shelter indoors.&lt;br /&gt;
&lt;br /&gt;
[[Mechanoids]] and [[entities]] are immune to blood rain. Colony animals will retreat indoors and inside their [[barn]] on their own to avoid being exposed to blood rain.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
 {{rwbox&lt;br /&gt;
 | type  =info&lt;br /&gt;
 | text  = As of 1.6 Blood Rain is bugged due to incorrectly calculating ticks, rendering it impossible to cause any pawn to reach an enraged state. It would require a minimum of six blood rain's worth of exposure at the current rate for a chance to have an effect. A temporary fix is available [https://steamcommunity.com/sharedfiles/filedetails/?id=3665183535 here.] This issue has already been patched on Unstable, and once it is pushed to the live version of the game, this note should be taken down. }}&lt;br /&gt;
&lt;br /&gt;
The blood rain ritual requires enemies to have a prolonged exposure to the elements to have a useful effect. Regular &amp;quot;prepare and wait&amp;quot; raiders will not stay long enough to be berserked by blood rain, and will instead become more dangerous due to the melee damage boost. It will also affect colonists and animals on the map; even if colonists stay indoors, the wild animals can be dangerous. It is additionally the second most expensive ritual in terms of [[bioferrite]]. Still, despite these downsides, the bloodrain ritual has a few niches.&lt;br /&gt;
&lt;br /&gt;
Blood rain is best used against [[siege]]s, and to a lesser extent [[mechanoid cluster]]s{{RoyaltyIcon}}. Siegers will stay long enough for them and nearby animals to be berserked by the blood rain, likely defeating the raid before colonists need to fight them. As for mech clusters, while the mechanoids themselves are unaffected by blood rain, the ritual will turn nearby animals manhunters, who will attack non-sleeping mechs present. This is akin to activating a [[psychic animal pulser]], but the animals get a damage boost. Compared to an intentionally failed [[draw animals]] ritual, Draw Animals scales with [[raid points]] but requires 5 days for animals to leave.&lt;br /&gt;
&lt;br /&gt;
In addition, this ritual can be used pre-emptively, in order to enrage animals, when you know a raid is happening in advance, e.g., when accepting a [[quest]], starting the [[ship reactor]], or summoning a [[mechanitor]] boss.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
In any case, it is prudent to [[roof]] over the pens of any animals, and keep colonists indoors so they won't be affected by the blood rain nor attract the manhunter animals outside.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4067|1.5.4067]] - Increased the upper end of blood rain duration for both the incident and psychic ritual.&lt;br /&gt;
* [[Version/1.5.4083|1.5.4083]] - Blood rage at 100% now forces animals to be awake.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=179636</id>
		<title>Human resources</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=179636"/>
		<updated>2026-04-22T15:54:46Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Harbinger trees */ i feed my harbinger trees exclusively dessicated and rotting corpses and it works somehow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
'''Human resources''' are everything that an otherwise-useless human body, living or dead, can offer. If you aren't squeamish, organs and other resources can be extracted from prisoners, prisoners can be sold as slaves or executed or used for even darker purposes, and corpses can be broken down for [[Human meat|food]] and [[Human leather|leather]]. You may be doing what you need to survive in terribly harsh circumstances, or simply profiting off of your enemies' misfortune.&lt;br /&gt;
&lt;br /&gt;
However, exploiting human resources can impart significant [[mood]] penalties on many colonists. 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 the [[Ideology DLC]]{{IdeologyIcon}} or mods.&lt;br /&gt;
&lt;br /&gt;
Note that selling items gets less than [[market value]], sometimes much less. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills, etc.]] and [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Living prisoners can be stripped of their possessions and [[clothing]] without penalty, and [[Prisoner#Recruitment|recruited]] (assuming they aren't [[unwaveringly loyal]]), [[Slavery|taken as slaves]],{{IdeologyIcon}} or converted to loyal [[ghoul]]s.{{AnomalyIcon}} But what about prisoners not worth taking on as permanent members of your colony?&lt;br /&gt;
&lt;br /&gt;
=== Selling as slaves ===&lt;br /&gt;
Not to be confused with [[Slavery|keeping pawns as slaves]],{{IdeologyIcon}} prisoners can be [[trade|sold]] as slaves to other factions. Humans have a base value of {{Icon Small|silver}} {{Q|Human|Market Value Base #}}. This is [[Market Value#Pawn value|modified by]] traits, skills, injuries, ailments, and organ loss, and increased directly by their bionics' value. Most often, prisoners are worth less than the base human market value. Selling a prisoner is a quick way to get a decent amount of money quickly, inflicts a smaller [[#Mood table|mood penalty]] than some of the other options, and gives us a baseline to compare other options to. However, you may need to wait: only slave caravans, slave ships, and [[faction base]]s accept slaves. Of those, only faction bases are reliably available for trade, and visiting them requires a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
====Royal tribute collector====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Prisoners can also be sold for [[Titles#Honor|honor]] to a Royal tribute collector, inflicting [[#Mood table|the usual mood penalties]]. Each prisoner is worth 3 honor each, equal to {{Icon Small|gold||200}} [[gold]], nominally worth {{Icon Small|silver||{{#expr:200*{{Q|Gold|Market Value Base #}}}}}} silver. The market value 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 Royal tribute collector only visits every so often.&lt;br /&gt;
&lt;br /&gt;
Honor itself can be converted into silver at a 4 honor : {{Icon Small|silver||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 get 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, it's best to only take the honor if you actually want it as the final product, not to convert it into silver.&lt;br /&gt;
&lt;br /&gt;
=== Extracting organs ===&lt;br /&gt;
{{See also|Surgery|Medical Surgery Success Chance}}&lt;br /&gt;
A healthy pawn can give a [[lung]], a [[kidney]], and a [[heart]] or [[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. Most prisoners are worth more as organs than as slaves, and organs can be used for your own diseased or injured pawns, or more easily sold than slaves. However, each harvested organ and deceased patient inflicts [[#Mood table|stacking mood penalties]] under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Organ harvesting requires a live pawn, a doctor, and 2 units of [[herbal medicine]] (worth {{Icon Small|silver||{{#expr:2*{{Q|Herbal medicine|Market Value Base}}}}}}) or better for each organ. Organs must be undamaged; diseased organs are not available to harvest. The [[kidney]]s, [[lung]]s, [[liver]], and [[heart]] are all options for harvesting. You can typically harvest the following from a healthy pawn:&lt;br /&gt;
&lt;br /&gt;
* 1 kidney worth {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}&lt;br /&gt;
* 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}&lt;br /&gt;
* ''Either'' 1 heart or 1 liver, worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}. Harvesting either will typically kill the donor pawn.&lt;br /&gt;
&lt;br /&gt;
Harvesting these 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.&lt;br /&gt;
&lt;br /&gt;
If you're unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver. One lung and kidney are worth a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}}}}}}. If the organ &amp;quot;donor&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Not all pawns and circumstances are typical. Some pawns are worth more or less as organ donors.&lt;br /&gt;
&lt;br /&gt;
If the heart and liver are both unavailable (typically due to injury or sickness), 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 #}}}}}}.&lt;br /&gt;
&lt;br /&gt;
If you have a [[prosthetic heart]], which is worth {{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 #}}}}}}. (If you don't want to organ-murder the patient, skip the liver, for a total value of {{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 #}}}}}}.) This is more efficient if you can craft your own prosthetic hearts, as items are always bought and sold at a loss.&lt;br /&gt;
&lt;br /&gt;
If the pawn has the [[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. 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 #}}}}}}. &lt;br /&gt;
&lt;br /&gt;
A [[Void touched]]{{AnomalyIcon}} pawn with the Deathless gene will grow back organs, and can be duplicated using a [[Corrupted obelisk]]{{AnomalyIcon}} to create a renewable source of organs for infinite profit, but this requires completion of the [[Anomaly (DLC)]].{{AnomalyIcon}} Deathless void touched prisoners will be comatose until vital organs are regrown, preventing them from attempting any breakouts.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[unnatural healing]]{{AnomalyIcon}} can work as an slow organ printer. By capturing a prisoner, and removing all but the most vital organs, then using unnatural healing to restore said organs, you can get a steady supply of new organs. The process is much slower than just extracting organs from more people, and will make the prisoner very upset. But it guarantees that you will have at least 1 organ to sell/use. The infamous peg leg removal method won't work to limit prison breakouts, as unnatural healing has a chance of giving the prisoner a new leg as a replacement, however [[dead calm]]{{BiotechIcon}} will. To aid the organ extraction process, a diet of hard drugs such as [[Yayo]] and implants like [[Joywire]] can also be used to counter the mood penalties inflicted due to organ harvesting.&lt;br /&gt;
&lt;br /&gt;
=== Artificial body parts ===&lt;br /&gt;
Most [[artificial body parts]] can be surgically removed without any mood debuffs, to be reused for your own colony's pawns or resold. Removing artificial parts reduces the market value of the prisoner, both by deducting the value of the implant, and (in most cases) also because of the now-missing body part and decreased [[Capacity|capacities]].&lt;br /&gt;
&lt;br /&gt;
Removing a [[bionic heart]] or [[prosthetic heart]] will immediately organ-murder the patient, with the usual [[#Mood table|mood penalties]]. This can also happen with a [[detoxifier lung]]{{BiotechIcon}} or [[detoxifier kidney]]{{BiotechIcon}} if the patient doesn't have a second lung or kidney remaining.&lt;br /&gt;
&lt;br /&gt;
[[Peg leg]]s and [[wooden hand]]s and [[Wooden foot|feet]] will only yield {{Icon Small|wood||1 wood}} when removed, which is worth less than the medicine necessary to extract them. [[Denture]]s can be removed but do not yield a part to resell. [[Flesh tentacle]]s,{{AnomalyIcon}} [[flesh whip]]s,{{AnomalyIcon}} [[fleshmass lung]]s,{{AnomalyIcon}} and [[fleshmass stomach]]s{{AnomalyIcon}} cannot be extracted, only removed, and spawn a hostile [[Fingerspike]] when removed.&lt;br /&gt;
&lt;br /&gt;
[[Joywire]]s, [[death acidifier]]s,{{RoyaltyIcon}} and [[mindscrew]]s{{RoyaltyIcon}} cannot be removed.&lt;br /&gt;
&lt;br /&gt;
Removing a [[bionic spine]] or both legs leaves the patient helpless, unable to walk or feed themselves. This can be exploited to leave prisoners helpless to escape for long-term exploitation, by installing two [[peg leg]]s and removing them, at the cost of some medicine. However, this also significantly reduces to the market value of the prisoner, and prisoners who cannot walk cannot be sold to the [[Royal tribute collector]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Execution and fluid ideoligion ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Executing a prisoner normally incurs a small mood debuff, varying depending on whether the prisoner was considered guilty or not. However, in addition to the positive [[Mood|thought]] that followers of a [[fluid ideoligion]] with the [[Ideoligion#Execution|Execution: Respected if guilty]] or [[Ideoligion#Execution|Required]] precept get from executing prisoners, the ideoligion will also get a [[development point]] for each eligible prisoner executed. Note that [[subcore ripscanner|ripscanning]]{{BiotechIcon}} is considered an execution.&lt;br /&gt;
&lt;br /&gt;
=== Hemogen ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
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 particularly 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.&lt;br /&gt;
&lt;br /&gt;
=== Genetic extraction and manipulation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Pawns can be kept as prisoners for their genetic potential, to perform periodic [[gene]] extractions and extract [[Ovum|ova]] from female prisoners. (Like hemogen packs, ovum are only worth {{Icon Small|Silver||{{Q|Ovum|Market Value Base}}}} [[silver]] and thus not significantly profitable on their own.) 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. &lt;br /&gt;
&lt;br /&gt;
Prisoners can also be used to split up genepacks that have multiple genes, by installing those genepacks in them, then running extractions on them to get separate genepacks for the genes. This works best on [[baseliner]]s, who are less likely to give a genepack with a non-cosmetic gene attached to the individual gene you want to extract.&lt;br /&gt;
&lt;br /&gt;
[[Sanguophage]] prisoners can also be forced to spread their xenotype.&lt;br /&gt;
&lt;br /&gt;
The [[dead calm]] gene (naturally present in [[genie]]s) will prevent prison breaks while still allowing the prisoner to walk and feed themselves. This will remove any existing xenotype however. [[Deathrest]] can also be used.&lt;br /&gt;
&lt;br /&gt;
=== Subcore production === &lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Prisoners can be kept to continually scan in a [[subcore softscanner]] to produce [[standard subcore]]s, or &amp;quot;ripscanned&amp;quot; (executed) in [[subcore ripscanner]] to create a [[high subcore]]. 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: take a kidney and a lung, ripscan them, and then butcher the corpse.&lt;br /&gt;
&lt;br /&gt;
For selling, standard subcores are just barely profitable (just {{Icon Small|silver||77}} [[silver]]) 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]], but the death is considered an execution rather than organ-murder.&lt;br /&gt;
&lt;br /&gt;
Under some unusual circumstances, [[high subcore]]s can be more profitable than organ-murder:&lt;br /&gt;
* A pawn with [[Deathless]] can be harvested for all 6 major organs (2 lungs, 2 kidneys, heart, liver) and then ripscanned for a total profit of {{Icon Small|silver||6977}} [[silver]].&lt;br /&gt;
* A pawn with [[death refusal]]{{AnomalyIcon}} can survive being ripscanned once for each charge of death refusal.&lt;br /&gt;
&lt;br /&gt;
=== Psychic rituals ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Some [[psychic rituals]] require a target, which can be a prisoner as long as they have [[psychic sensitivity]] above 0% (i.e. the target is not [[psychically deaf]] or [[psychically dead]]).&lt;br /&gt;
&lt;br /&gt;
* [[Chronophagy]] de-ages the invoker at the cost of {{Icon Small|bioferrite||20}} [[Bioferrite]] and aging the target.&lt;br /&gt;
* [[Psychophagy]] costs {{Icon Small|bioferrite||20}} [[Bioferrite]] to temporarily increase the invoker's [[psychic sensitivity]] and permanently render the target [[psychically dead]].&lt;br /&gt;
* [[Philophagy]] costs {{Icon Small|shard||1}} [[shard]] and permanently transfers [[skill]] experience from the target's highest skill to the invoker.&lt;br /&gt;
&lt;br /&gt;
[[Imbue death refusal]] can be used on a prisoner (at the cost of {{Icon Small|shard||1}} [[shard]]) to grant that target charge(s) of [[death refusal]], which can allow them to survive normally-fatal exploitation for gene extraction{{BiotechIcon}} or ripscanning.{{BiotechIcon}} This doesn't protect against organ-murder, however.&lt;br /&gt;
&lt;br /&gt;
== Corpses ==&lt;br /&gt;
Human resources don't end when the heart stops - or gets removed.&lt;br /&gt;
&lt;br /&gt;
=== Unprocessed corpses ===&lt;br /&gt;
Pawns generally do not like seeing human corpses, which makes hauling them from place to place difficult. Hauling them to storage can be handled by non-human labor, however: [[Animal training|Animals trained to haul]], [[carrier]] [[dryad]]s{{IdeologyIcon}} and [[lifter]] mechs{{BiotechIcon}} can carry human corpses without penalty. Simply set a [[zone]] so that human haulers won't go to the corpse area.&lt;br /&gt;
&lt;br /&gt;
Similarly, [[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, [[ghoul]]s,{{AnomalyIcon}} and other carnivores/non-grazing omnivores to eat. This doubles as free corpse disposal. Feeding raw human corpses to animals or ghouls has no penalty for the colony.&lt;br /&gt;
&lt;br /&gt;
=== Tainted clothing ===&lt;br /&gt;
You can also strip corpses of their [[apparel|clothes]]. Except for [[utility]] items, apparel stripped from a corpse is considered [[tainted]], reducing its market value by 90% and preventing traders from buying it or, under normal circumstances, accepting it as a gift. Wearing tainted clothing will give stacking mood penalties to colonist pawns who do not have the [[Bloodlust]] [[trait]] or [[inhumanized]] hediff. However, it's often worth the small penalty to use a single critical piece, such as a suit of [[marine armor]], or a [[megasloth wool]] [[parka]] in an [[ice sheet]].&lt;br /&gt;
&lt;br /&gt;
With an [[electric smelter]], you can scrap armor for small amounts of the [[metallic]] resources used to make it even if that armor is tainted, which is moderately useful as a labor-intensive source of small amounts of metal.&lt;br /&gt;
&lt;br /&gt;
=== Human butchering ===&lt;br /&gt;
By default, &amp;quot;humanlike corpses&amp;quot; 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]]. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Human meat ====&lt;br /&gt;
[[Human meat]] is nutrition like any other. The meat itself can be used as a last resort for most pawns, at the cost of a massive mood penalty: {{--|20}} for eating raw meat and {{--|15}} for meals made of human meat. For cannibals, these penalties are reversed to mood bonuses, however. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.&lt;br /&gt;
&lt;br /&gt;
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. Selling, cooking, or otherwise processing human meat doesn't carry any additional mood penalties. It can be used in any meal that requires meat, but cannot be processed into saleable meals without vegetables. Human meat can also be 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}}}}. It can also be used to make [[kibble]] or fuel a [[biosculpter pod]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
If you must have a non-cannibal subsist on human meat, making the meat into [[carnivore lavish meal|(carnivore)]] [[lavish meal]]s reduces the net mood loss to only {{--|3}} for non-cannibals, in addition to those penalties accrued from butchering the corpse. This can be useful when food is scarce but raider corpses are not.&lt;br /&gt;
&lt;br /&gt;
==== Human leather ====&lt;br /&gt;
{{Recode|section=1|reason= Verify and automating math for profitability calculations.}}&lt;br /&gt;
[[Human leather]], the other byproduct 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.&lt;br /&gt;
&lt;br /&gt;
Without [[DLC]], creating human [[armchair]]s or [[duster]]s is the most valuable way to use textiles. If the [[Royalty DLC]]{{RoyaltyIcon}} is enabled, [[formal vest]]s and [[corset]]s are more efficient. Like human meat, working or selling human leather does not have any penalties, once it has been butchered.&lt;br /&gt;
&lt;br /&gt;
Undamaged adult 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.&lt;br /&gt;
&lt;br /&gt;
=== Shambler traps ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Corpses can be left in a strategically-placed pile to be revived as friendly [[shambler]]s as needed, by using [[deadlife dust]] from a [[deadlife shell]], [[deadlife pack]], or [[IED deadlife trap]]. This is one of the few productive uses of desiccated or rotting corpses. However, even if the corpses were fresh, they will be rotting (or desiccated) when the shamblers expire. Corpse piles can also pose a threat to your own base if they aren't under a roof, as they can be revived as ''hostile'' shamblers by a [[death pall]] event.&lt;br /&gt;
&lt;br /&gt;
=== Harbinger trees ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Harbinger trees convert corpses (including human) and fresh meat (again, including human) into more of themselves, and can be harvested for {{Icon Small|twisted meat||30 [[twisted meat]]}} and a [[Plant Harvest Yield|skill-]] and [[difficulty]]-dependent amount of [[bioferrite]] (base amount {{Icon Small|bioferrite||15}}). This is wasteful compared to [[#Human butchering|butchering the corpses yourself]] and selling the products, but doesn't incur any [[#Mood chart|mood penalties]] other than possibly from seeing the corpses, and requires much less labor.&lt;br /&gt;
&lt;br /&gt;
Harbinger trees will eat rotting or desiccated corpses but do not gain any nutrition from them.&lt;br /&gt;
&lt;br /&gt;
== Mood penalties ==&lt;br /&gt;
&amp;quot;Normal&amp;quot; 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, wearing human leather, or wearing tainted clothing. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Mood penalties are occasionally useful in their own right. Low mood can cause [[mental break]]s, activating inspirations for a [[tortured artist]]. Low mood also makes [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, and can even cause a [[Crisis of belief]]. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Mood table ===&lt;br /&gt;
Without the [[Ideology (DLC)|Ideology DLC]]{{IdeologyIcon}}:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! Scope !! None (average colonist) !! [[Psychopath]] !! [[Bloodlust]] !! [[Cannibal]] !! [[Inhumanized]]{{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Observed corpse|Observes corpse]]&lt;br /&gt;
| One pawn || {{--|4 Mood}}&amp;lt;br&amp;gt;(0.5 days, 3 stacks,&amp;lt;br&amp;gt; 0.5 stack multiplier) || – || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Observed rotting corpse|Observes rotting corpse]]&lt;br /&gt;
| One pawn || {{--|6 Mood}}&amp;lt;br&amp;gt;(0.5 days, 5 stacks,&amp;lt;br&amp;gt; 0.5 stack multiplier) || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#I butchered humanlike|Butchers human]]&lt;br /&gt;
| Butcher pawn || {{--|6 Mood}}&amp;lt;br&amp;gt;(6 days, 4 stacks,&amp;lt;br&amp;gt; 0.75 stack multiplier) || – || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#We butchered humanlike|Somebody butchers human]]&lt;br /&gt;
| All same-colony pawns || {{--|6 Mood}}&amp;lt;br&amp;gt;(6 days, 1 stack) || – || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Raw cannibalism|Eats raw human flesh]]&lt;br /&gt;
| Eater || {{--|20 Mood}}&amp;lt;br&amp;gt;(1 day, 1 stack) || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || {{+|20 Mood}}&amp;lt;br&amp;gt;(1 day, 1 stack) || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Cooked cannibalism|Eats meal with human flesh]]&lt;br /&gt;
| Eater || {{--|15 Mood}}&amp;lt;br&amp;gt;(1 day, 1 stack) || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || {{+|15 Mood}}&amp;lt;br&amp;gt;(1 day, 1 stack) || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! Wears human skin clothing&lt;br /&gt;
| Pawn wearing clothing || {{--|3/−5/−7/−8 Mood}} || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || {{+|3/+5/+7/+8 Mood}} || {{+|3/+5/+7/+8 Mood}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt;|Wears tainted clothing]]&lt;br /&gt;
| Pawn wearing clothing || {{--|5/−8/−11/−14 Mood}} || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || - || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#A prisoner was sold|A slave is sold]]&lt;br /&gt;
| All same-faction pawns worldwide || {{--|3 Mood}}&amp;lt;br&amp;gt;(4 days, 5 stacks) || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Someone's organ harvested|An organ is harvested]]&lt;br /&gt;
| All same-faction pawns || {{--|5 Mood}}&amp;lt;br&amp;gt;(7.5 days, 5 stacks,&amp;lt;br&amp;gt; 0.75 stack multiplier) || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! Harvests organ&lt;br /&gt;
| Doctor || – || – || {{+|4 Mood}}&amp;lt;br&amp;gt;(1 stack) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;[[Mood#Someone's organ harvested|Someone's organ harvested]]&amp;quot; debuff does not affect the patient. The patient will have the &amp;quot;[[Mood#My organ harvested|My organ harvested]]&amp;quot; {{--|30 Mood}} debuff instead.&lt;br /&gt;
&lt;br /&gt;
The [[Ideology DLC]] changes the impact of these actions. All [[Ideoligion]]s 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 necessarily identical. See [[Human resources#Ideoligion table]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
* '''[[Psychopath]]''': No issue with slavery or organ harvesting.&lt;br /&gt;
:* No issue with seeing fresh corpses, butchering corpses, or wearing human skin clothing.&lt;br /&gt;
:* Does '''NOT''' like seeing rotten corpses or eating human flesh.&lt;br /&gt;
&lt;br /&gt;
* '''[[Bloodlust]]''': No issue with organ harvesting. Likes to wear human leather, doesn't mind wearing [[tainted]] apparel (i.e. taken from a dead body)&lt;br /&gt;
:* No issue with seeing corpses (even rotten), butchering corpses.&lt;br /&gt;
:* Does '''NOT''' like cannibalism or slavery.&lt;br /&gt;
&lt;br /&gt;
* '''[[Cannibal (Trait)|Cannibal]]''': Loves human flesh and likes to wear human leather.&lt;br /&gt;
:* No issue with seeing fresh corpses or butchering corpses.&lt;br /&gt;
:* Does '''NOT''' like slavery or organ harvesting.&lt;br /&gt;
&lt;br /&gt;
=== Selling slaves ===&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
* {{--|3}} - Slave sold (4 days). Stacks up to -15 for 5 slaves.&lt;br /&gt;
* Significant negative [[opinion]] of whoever sells the slaves.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Ideoligion ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource}}&lt;br /&gt;
With the [[Ideology]] DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:&lt;br /&gt;
*'''Cannibalism: '''&lt;br /&gt;
:*Cannibalism: Acceptable - Negates penalties for butchering humans, observing non-rotting human corpses, and eating human flesh.&lt;br /&gt;
:*Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather.&lt;br /&gt;
*'''Corpses:''' Don't Care - Negates penalties from seeing corpses, fresh or rotten.&lt;br /&gt;
*'''Organ Use:''' Acceptable - Negates all penalties from organ harvesting.&lt;br /&gt;
*'''Slavery:'''&lt;br /&gt;
:*Slavery: Acceptable - Negates penalties for selling prisoners or using slave labor&lt;br /&gt;
:*Slavery: Honorable - Mood buffs for selling slaves and enslaving others&lt;br /&gt;
&lt;br /&gt;
=== Ideoligion table ===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Cannibalism Precepts!! Butchers human !! Somebody butchers human (colonywide) !! Eats human flesh !! Wears human skin clothing !! Eats non-human flesh meal&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Abhorrent&lt;br /&gt;
| {{--|12 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|20 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|2/−4/−6/−8 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Horrible&lt;br /&gt;
| {{--|6 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|3 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|12 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|2/−3/−5/−6 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Disapproved&lt;br /&gt;
| {{--|3 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|1 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|1/−2/−3/−4 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Acceptable&lt;br /&gt;
| – || – || – || – || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Preferred&lt;br /&gt;
| – || – || {{+|2 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|1/+2/+3/+4 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Required (Strong)&lt;br /&gt;
| – || – || {{+|4 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|2/+3/+5/+6 Mood}} || {{--|2 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack)&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Required (Ravenous)&lt;br /&gt;
| – || – || {{+|6 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|2/+4/+6/+8 Mood}} || {{--|4 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack)&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Corpse Precepts!! Observes Corpse !! Observes rotting corpse&lt;br /&gt;
|-&lt;br /&gt;
! Corpses: Ugly&lt;br /&gt;
| {{--|4 Mood}}&amp;lt;br/&amp;gt;(0.5&amp;amp;nbsp;days. 3&amp;amp;nbsp;stacks. 0.5&amp;amp;nbsp;stack multiplier) || {{--|6 Mood}}&amp;lt;br/&amp;gt;(0.5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.3&amp;amp;nbsp;stack multiplier)&lt;br /&gt;
|-&lt;br /&gt;
! Corpses: Don't care&lt;br /&gt;
| – || –&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Organ Use: Acceptable*&lt;br /&gt;
*Slavery*&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=179630</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=179630"/>
		<updated>2026-04-21T21:07:54Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Containment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image = Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or fire.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 80&lt;br /&gt;
| anomaly knowledge = 3&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 45&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| healthscale = 10&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 1000&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 2&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| stagger duration factor = 0&lt;br /&gt;
| minimum comfortable temperature = -40&lt;br /&gt;
| maximum comfortable temperature = 60&lt;br /&gt;
| filth rate = &lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| destroyyield = {{Icon Small|Revenant spine|1}}&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 3&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Revenant&lt;br /&gt;
| label = revenant&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Revenants''' are an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Revenants may spawn as an entity event when a colony has at least five [[colonist]]s. Be warned: temporary pawns ''do'' count towards this total. They will not spawn until this threshold is reached, even if all other advanced entities are already discovered and [[void provocation]] is performed. A known entity will be summoned instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one can acquire a [[revenant spine]] from a Mysterious Cargo [[quest]] as a piece of cargo. The revenant will reform after some time, or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the revenant's codex entry. This quest does not respect the population requirement.&lt;br /&gt;
&lt;br /&gt;
Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 1 for a revenant to appear.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The revenant is an advanced [[entity]] that hypnotizes humans. &lt;br /&gt;
&lt;br /&gt;
Like the [[sightstealer]], revenants enter the map [[invisible]] to both pawns and the player, and remain so until they get close to a target. The player is not notified of a revenant's arrival.&lt;br /&gt;
&lt;br /&gt;
Every {{ticks/gametime/days|108000}} to {{ticks/gametime/days|192000}}, a revenant will enter an attacking state in which it stalks the closest available pawn. It will open doors between itself and its target as it approaches.&lt;br /&gt;
&lt;br /&gt;
Revenants will typically prioritize the nearest available target during an attack - potentially switching mid-chase if a closer pawn becomes available - but are otherwise completely indiscriminate. They will target colonists, prisoners, visiting guests, traders, and even raiders. [[Ghoul]]s, however, will always be ignored. If a revenant would attack but can't reach any targetable pawns, it will wander at random until a valid target becomes available, at which point the revenant begins stalking them.&lt;br /&gt;
&lt;br /&gt;
If allowed to reach melee range, it will freeze the targeted pawn in place and begin hypnotizing them. The length of time it takes for a revenant to hypnotize a pawn starts at {{ticks|900}} and reaches a minimum of {{ticks|360}}, scaling with the number of colonists on the map according to the following chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Time required to hypnotize&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width = 300&lt;br /&gt;
 | height = 300&lt;br /&gt;
 | type = line&lt;br /&gt;
 | xAxisTitle = Number of colonists&lt;br /&gt;
 | yAxisTitle = Time in seconds&lt;br /&gt;
 | x = 0, 2, 4, 10, 15&lt;br /&gt;
 | y = 15, 15, 11, 6, 6&lt;br /&gt;
 | xGrid = 1&lt;br /&gt;
 | yGrid = 1&lt;br /&gt;
 | xAxisMin = 0&lt;br /&gt;
 | yAxisMin = 1&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once this process completes, the pawn will be subjected to ''revenant hypnosis'', which caps their [[consciousness]] at {{Bad|10%}} and leaves them [[downed]] indefinitely. The revenant will then attempt to flee and hide on a random tile far away from where it was revealed, where it will sleep until it is ready to attack again. The revenant will turn invisible {{ticks|140}} after it starts fleeing.&lt;br /&gt;
&lt;br /&gt;
The hypnosis condition is linked to the revenant itself - upon the revenant's death, any hypnotized pawns will immediately wake up and resume normal activity. Only the pawns hypnotized by that specific revenant will have the hypnosis removed. The condition can be ended prematurely with the [[unnatural healing]] ability or by administering a [[healer mech serum]]; otherwise, it lasts indefinitely as long as the revenant remains alive. Hypnosis will be broken when leaving the map via [[gravship]]{{OdysseyIcon}} leaving the revenant behind. &lt;br /&gt;
&lt;br /&gt;
Revenants have a slow default movement speed of 3.2 {{CS}} while invisible, but they quickly speed up whenever they are revealed. This takes the form of a hidden multiplier to their speed that starts at {{Good|×1}} and linearly scales up to {{Good|×2.8}} over {{ticks|1800}} of being visible, resulting in an extremely fast final speed of 8.96 {{CS}}. Coupled with their [[Stagger Time Multiplier]] of {{Good|×0%}}, this makes revenants relentless hunters that are practically impossible to escape directly.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Despite nominally having a melee attack, revenants will never fight, even when confronted directly. They will only ever attempt to hypnotize their current target - heedless of incoming attacks - and then flee by the easiest available route. If completely enclosed and unable to escape, it will attempt to mine through walls rather than bashing them down.&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will not create a traditional [[corpse]] but will instead dissolve into an oily looking black stain and a [[revenant spine]]. The stain can be cleaned like normal [[filth]] and the spine can be hauled like an item, carried to a [[holding platform]] or [[holding spot]] to reform and resurrect the revenant for study, smashed to kill the revenant permanently and yielding a [[shard]] in the process, or crafted into a [[revenant vertebrae]] at a [[bioferrite shaper]]. If not promptly dealt with, the spine may reform into a revenant on its own; a warning [[letter]] will be provided 3-5 hours in advance before this happens.&lt;br /&gt;
&lt;br /&gt;
Revenants are stunned by [[EMP]] blasts, which are very effective at immobilizing them. Note that revenants will adapt to EMP stuns like most targets do, which will prevent them from being permanently stunned without the use of masterwork or legendary [[EMP launcher]]s.&lt;br /&gt;
&lt;br /&gt;
Revenants are immune to traps, such as [[spike trap]]s and [[IED]]s, and will never set them off even when passing directly over them.&lt;br /&gt;
&lt;br /&gt;
Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%. They do not bleed.&lt;br /&gt;
&lt;br /&gt;
Revenants are immune to [[psychic shock lance]]s and [[biomutation lance]]s. [[Psychic insanity lance]]s can target revenants, but the [[Mental_break#Berserk|berserk]] state does not change their behavior in any way.&lt;br /&gt;
&lt;br /&gt;
With a [[vacuum resistance]] of 100%, revenants are totally immune to [[vacuum exposure]] {{OdysseyIcon}}. &lt;br /&gt;
&lt;br /&gt;
=== Tracking ===&lt;br /&gt;
Revenants leave behind a distinct trail of smears as they move. These smears are left rarely while the revenant is wandering, and appear much more frequently during an attack or escape. They serve as the primary way of tracking down an invisible revenant.&lt;br /&gt;
&lt;br /&gt;
[[File:Revenant Smear.png|thumb|The smear left behind by a revenant that can be used to track it when it is invisible.]]&lt;br /&gt;
&lt;br /&gt;
If a revenant is damaged when it is actively hypnotizing a pawn, it'll drop a [[revenant flesh chunk]]. Only one chunk will drop during any given hypnosis. These chunks can be analyzed by a colonist to make it easier to track the revenant:&lt;br /&gt;
# The first analyzed flesh chunk will make the revenant's trail of smears much longer.&lt;br /&gt;
# The second analyzed flesh chunk will provide a warning when a pawn comes within 7.9 tiles of the revenant, indicated by an exclamation mark above the pawn's head and a visible message: (i.e. ''&amp;quot;Glasses can hear the revenant shivering nearby!&amp;quot;'')&lt;br /&gt;
# The third and final analyzed flesh chunk will reveal the revenant whenever a pawn comes within 8.9 tiles of its location.&lt;br /&gt;
&lt;br /&gt;
Note that every revenant has a unique biosignature, and analysis progress is tied to this biosignature. Each encountered revenant must be analyzed individually. A slain revenant will retain its biosignature if it reforms by being contained, but a revenant that reforms on its own will adopt a new biosignature and must be analyzed again from scratch.&lt;br /&gt;
&lt;br /&gt;
Invisible revenants are revealed upon taking any form of damage (including area effects such as [[fire]], [[EMP]], and [[Bomb|explosions]]), being within 7.9 tiles of a [[Disruptor flare pack|disruptor flare]] when it lands, and being covered in [[firefoam]]. Revenants that are forcibly revealed will immediately attempt to escape.&lt;br /&gt;
&lt;br /&gt;
During an attack, revenants reveal themselves when they come within a certain range of their current target. This distance starts at 26 cells and, like the required time to hypnotize, scales with the number of colonists on the map according to the following chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Minimum distance to reveal during attack&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width = 300&lt;br /&gt;
 | height = 300&lt;br /&gt;
 | type = line&lt;br /&gt;
 | xAxisTitle = Number of colonists&lt;br /&gt;
 | yAxisTitle = Distance in cells&lt;br /&gt;
 | x = 0, 2, 3, 8, 15, 20&lt;br /&gt;
 | y = 26, 26, 18, 16, 10, 10&lt;br /&gt;
 | xGrid = 1&lt;br /&gt;
 | yGrid = 1&lt;br /&gt;
 | xAxisMin = 0&lt;br /&gt;
 | yAxisMin = 1&lt;br /&gt;
 | yAxisMax = 30&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As long as they're not attacking, revenants that become visible by any means will turn invisible again after {{ticks|140}}. This is prevented as long as the revenant is stunned, covered in firefoam, or subjected to the ''disruptor flash'' effect from disruptor flares.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Revenants are extremely hard to kill. With their immunity to bleeding and very high maximum hit points, they are more durable than even a [[thrumbo]]; repeated volleys are required to bring one down. Catching them poses a significant challenge for unprepared settlements. Zoning, work assignments, and restricted doors can help to keep colonists together and prevent revenants from singling out and picking off isolated pawns one by one. When hunting a revenant, finding a way to stun it long enough for your colonists to inflict fatal damage is vital.&lt;br /&gt;
&lt;br /&gt;
There are many ways to make hunting down a revenant easier:&lt;br /&gt;
* Doors opening on their own is a telltale sign that a revenant is moving through them.&lt;br /&gt;
* [[Proximity detector]]s are capable of detecting a hidden revenant, but will not reveal it outright. They can still assist in pinning down where it is; reinstalling an activated detector in different spots or using an overlapping grid of detectors can be used to narrow down the potential range even further.&lt;br /&gt;
* [[EMP grenades]], [[EMP launcher]]s, and [[disruptor flare pack|disruptor flares]] are excellent for flushing out invisible revenants due to their wide area of effect, and will leave them stunned and vulnerable to attack. EMP weapons don't require refilling ammunition, but disruptor flares can be equipped alongside another weapon.&lt;br /&gt;
* Revenants that are driven [[Mental break#Berserk|berserk]] by any means do not behave any differently, but will emit faint red particles that can always be seen - even while the revenant is invisible. These particles can be used to track the revenant, although the effect tends to blend in with terrain and so is easy to lose sight of.&lt;br /&gt;
** [[Psychic insanity lance]]s cause revenants to become berserk for {{ticks|80000}}, although using them in this manner may be expensive for the proportional benefit.&lt;br /&gt;
* [[Psycasts]]{{RoyaltyIcon}} can be invaluable tools for dealing with a revenant, thanks to its high [[psychic sensitivity]]:&lt;br /&gt;
** [[Vertigo pulse]] reveals the revenant, disrupts its hypnosis, and forces it to wander aimlessly for {{ticks|2400}}.&lt;br /&gt;
** [[Stun (psycast)|Stun]] briefly stuns the revenant in place, but doesn't interrupt its hypnosis.&lt;br /&gt;
** [[Beckon]] and [[Skip]] can both be used to stop a revenant from escaping or to interrupt it from hypnotizing a pawn.&lt;br /&gt;
** [[Berserk (psycast)|Berserk]] and [[Berserk pulse]] will cause a revenant to become berserk for a total of {{ticks|1800}}, allowing it to be tracked for a short time.&lt;br /&gt;
** [[Waterskip]] can be used to reveal the revenant, although it will quickly fade away again - meaning that this psycast is best used to confirm that the revenant is actually in an area before deploying a stronger revealing effect such as firefoam or disruptor flares.&lt;br /&gt;
&lt;br /&gt;
Remember that revenants are at their most vulnerable while attempting to hypnotize a colonist. They are permanently revealed during this time and will not flee even if mortally wounded. If all else fails, choosing one fast pawn as bait to [[Kiting|kite]] the revenant for as long as possible will allow your other colonists to attack with impunity; [[longjump legs]] {{BiotechIcon}} and [[jump pack]]s {{RoyaltyIcon}} can assist with this, although care must be taken to ensure that the revenant doesn't simply choose a closer target. Dealing enough damage this way can render the revenant too wounded to flee effectively, allowing your colonists to chase it down with your preferred method of invisibility disruption and finish it off for good.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The revenant has a high minimum containment strength requirement, meaning that a [[holding platform]] and [[security door]] are required to comfortably contain it. Additionally, its immunity to traps and its unique ability to open doors can make catching an escaping revenant very difficult, as it can simply walk out of its containment chamber. Securing one in the long term is thus contingent upon a colony's ability to quickly and safely recapture it when it inevitably breaks free and begins hunting anew. Due to this it is recommended you do not use bioferrite or electroharvesters on them.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
{{Animal Health Table|Human}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4069]] - Revenant flammability reduced to 0%, effectively fireproof.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Holding_platform&amp;diff=179629</id>
		<title>Holding platform</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Holding_platform&amp;diff=179629"/>
		<updated>2026-04-21T21:02:56Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Containing entities without proper containment level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Holding platform&lt;br /&gt;
| image = Holding platform.png&lt;br /&gt;
| description = A platform for holding dangerous entities. The corners have eyelets where strong chains can be attached.&amp;lt;br/&amp;gt;Downed entities can be captured and secured on a holding platform, where they can be studied for Anomaly knowledge. Increase containment strength by building strong walls and doors, and other special containment devices.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 30&lt;br /&gt;
&amp;lt;!-- statBases --&amp;gt;&lt;br /&gt;
| sell price factor = 0.70&lt;br /&gt;
| meditation psyfocus bonus = 0&lt;br /&gt;
| hp = 500&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| mass base = 30&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| focus types = Void&lt;br /&gt;
| occupied meditation psyfocus bonus offset = 0.16&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| buildingTags = Anomaly&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| terrain affordance needed = Medium&lt;br /&gt;
| size = 3 * 3&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| facility = Electroharvester, Electric inhibitor, Shard inhibitor, Bioferrite harvester&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Entity containment&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| containment factor = 1&lt;br /&gt;
| min monolith level = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = HoldingPlatform&lt;br /&gt;
| label = holding platform&lt;br /&gt;
| thingClass = Building_HoldingPlatform&lt;br /&gt;
| category = Building&lt;br /&gt;
| drawerType = RealtimeOnly &amp;lt;!-- Prevents items clipping into it --&amp;gt;&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thingCategories = BuildingsMisc&lt;br /&gt;
| inspectorTabs = ITab_Entity&lt;br /&gt;
| descriptionHyperlinks = [[Electroharvester]], [[Electric inhibitor]], [[Shard inhibitor]], [[Bioferrite harvester]]&lt;br /&gt;
| designationCategory = Anomaly&lt;br /&gt;
&amp;lt;!-- graphicData --&amp;gt;&lt;br /&gt;
| texPath = Things/Building/HoldingPlatform/HoldingPlatform&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| drawSize = (3, 3)&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
  &amp;lt;ThingDef ParentName=&amp;quot;HoldingPlatformBase&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;soundImpactDefault&amp;gt;BulletImpact_Metal&amp;lt;/soundImpactDefault&amp;gt;&lt;br /&gt;
    &amp;lt;repairEffect&amp;gt;Repair&amp;lt;/repairEffect&amp;gt;&lt;br /&gt;
    &amp;lt;leaveResourcesWhenKilled&amp;gt;true&amp;lt;/leaveResourcesWhenKilled&amp;gt;&lt;br /&gt;
    &amp;lt;filthLeaving&amp;gt;Filth_RubbleBuilding&amp;lt;/filthLeaving&amp;gt;&lt;br /&gt;
    &amp;lt;containedPawnsSelectable&amp;gt;true&amp;lt;/containedPawnsSelectable&amp;gt;&lt;br /&gt;
    &amp;lt;tickerType&amp;gt;Normal&amp;lt;/tickerType&amp;gt;&lt;br /&gt;
    &amp;lt;uiOrder&amp;gt;100&amp;lt;/uiOrder&amp;gt;&lt;br /&gt;
    &amp;lt;canOverlapZones&amp;gt;false&amp;lt;/canOverlapZones&amp;gt;&lt;br /&gt;
    &amp;lt;defaultPlacingRot&amp;gt;North&amp;lt;/defaultPlacingRot&amp;gt;&lt;br /&gt;
  &amp;lt;/ThingDef&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| room role = Containment cell&lt;br /&gt;
}}&lt;br /&gt;
'''Holding platforms''' are [[buildings]] added by the [[Anomaly DLC]] that allow for the [[containment]] of some [[entities]].&lt;br /&gt;
&lt;br /&gt;
They can be considered the upgraded form of the [[holding spot]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=General - describe containment mechanics here or better link to the [[containment]] page. Also, void focus mediation}}&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
Below is the formula for [[containment]] strength without any modifiers. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
|-&lt;br /&gt;
| Containment strength = Current Average Door {{HP}} + Current Average Wall HP + (Average Light Level (%) * 100/10) (ɪꜰ[Active [[shard inhibitor]] ] {{--|20}} ᴇʟꜱᴇ +0) - electric(-10) inhibitor - active bioferrite harvester(-15) - electroharvesters(-25)&lt;br /&gt;
|}&lt;br /&gt;
Where current HP is the HP accounting for any damage to the building.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The holding platform is the more advanced version of the [[holding spot]], providing {{Good|x142%}} more [[containment]], which in turn reduces escape chance and improves study rate. The extra containment can help counteract the penalty from [[bioferrite harvester|harvesting]] [[electroharvester|resources]] from entities.&lt;br /&gt;
&lt;br /&gt;
When making a holding cell, it is also important to keep in mind the walls and doors of the room. It is recommended to keep platforms in rooms surrounded by [[stone]] walls or better. A room out of a mountain is a very cheap way to boost containment. Multiple entities can be contained within the same room at the cost of weakening the containment strength. Lowering the [[temperature]] will also inhibit certain types of enities ([[fleshbeast]]s, [[shambler]]s, [[ghoul]]s) while not boosting the escape rate of any other entity.&lt;br /&gt;
&lt;br /&gt;
=== Containing entities without proper containment level ===&lt;br /&gt;
If an entity has enough brain damage, gets both/all of its legs/moving body parts destroyed, or otherwise loses enough of its [[moving]] or [[consciousness]] to permanently [[down]] it, the escape interval reduces to &amp;quot;never&amp;quot;. This allows you to safely store the entity anywhere, as long as it can't regenerate permanent damage. As such, this strategy won't work with [[ghoul]]s, but will work with nearly any [[fleshbeast]], [[sightstealer]], and [[noctol]], with all of them allowing you to gain effectively infinite research, [[bioferrite]] and, in some cases, [[power]] at no cost. Some entities will eventually die if used with an [[electroharvester]]. An somewhat expensive late game strategy can be to repeatedly use [[Shard Insanity Lance]]s on entities to give them enough brain damage, their Archotech equivalents can also work, but are strictly non renewable.&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
Holding platforms or [[holding spot]]s are a decent early game option for void [[meditation focus]]{{RoyaltyIcon}} pawns, as they are fairly cheap and can be placed anywhere (unlike Natural). Once [[void sculpture]]s and [[shard beacon]]s are built, [[psychic ritual spot]]s are better for void focus.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unnatural_darkness&amp;diff=179628</id>
		<title>Unnatural darkness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unnatural_darkness&amp;diff=179628"/>
		<updated>2026-04-21T17:19:19Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=needs more exact information, page mostly copied from [[Noctolith]]. Letters should probably move to text in the summary and those images removed.}}&lt;br /&gt;
&lt;br /&gt;
'''Unnatural darkness''' is a [[major threat]] added by the [[Anomaly DLC]]. After a short warning, all unlit tiles in the map will become shrouded in near-total darkness and lingering within it will cause damage to human pawns. This damage can occur indoors and under roofs.&lt;br /&gt;
&lt;br /&gt;
== Occurance ==&lt;br /&gt;
The unnatural darkness event can only occur after reaching [[void monolith]] level 2. It can appear on day 45 at the earliest, and has a 75 day cooldown between refiring.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The game will provide three [[letter]]s for the unnatural darkness event. The first letter, &amp;quot;Dimming Sky&amp;quot;, is the beginning phase of the event - during this stage, the sun's light level will fall to 0% but no other effects will occur. The second letter, &amp;quot;Darkness Coming&amp;quot;, warns the player that the proper event will start soon.&lt;br /&gt;
&lt;br /&gt;
Several hours after the sun reaches 0% light level, the third letter, &amp;quot;Unnatural darkness&amp;quot;, will appear. Three [[noctolith]]s will appear in random, unlit locations, and the following mechanics wll be active for the rest of the event:&lt;br /&gt;
* The map will be rapidly be covered in pitch black darkness, making unlit areas difficult to see. In addition, unlit pawns won't be highlighted when zooming out.&lt;br /&gt;
** All colonists in lit areas without [[inhumanized]] will receive a {{Thought|desc=I am suffocated under a blanket of darkness.|label=Unnatural Darkness|value=-5|stack=1}} penalty, while inhumanized colonists get a {{Thought|desc=The truth finally comes and swallows this false world.|label=Unnatural Sky|value=+5|stack=1}} buff.{{Check Tag|NPCS?|Do NPCS get the mood penalty?}}&lt;br /&gt;
** Colonists in unlit areas (0% light) will suffer a mood debuff and take damage - see below for details.&lt;br /&gt;
* [[Noctol]] raids are periodically spawned in unlit areas.&lt;br /&gt;
&lt;br /&gt;
The unnatural darkness will end once all noctoliths are destroyed or after 6-8 days have passed.&lt;br /&gt;
&lt;br /&gt;
=== Dark areas ===&lt;br /&gt;
Any pawn that spends time within a 0% light area will have a {{Thought|desc=The darkness is suffocating. I can't see or think!|label=Swallowed by darkness|value=-10|stack=1}}, even if inhumanized.&lt;br /&gt;
&lt;br /&gt;
In addition, colonists, [[slave]]s,{{IdeologyIcon}} and [[ghoul]]s in an unlit area will be randomly injured by an unspecified claw attack, inflicting sharp damage and bleeding. These attacks do not originate from any particular entity, and are instead inflicted by the darkness itself. Colonists undergoing a [[mental break]] are immune while the mental break lasts, but are immediately vulnerable once the break ends. [[Downed]] colonists will not get hurt by darkness while downed (but are still liable to bleed out). [[Animal]]s, [[shambler]]s, and [[friendly mechanoids]]{{BiotechIcon}} are not hurt. Pawns from other factions are not hurt - this includes [[raider]]s and hostile [[entities]].&lt;br /&gt;
&lt;br /&gt;
A light level of at least 1% is sufficient for preventing both effects. The damage and mood penalty the darkness inflicts is entirely unaffected by [[ideoligion]],{{IdeologyIcon}} [[Dark vision|genes]],{{BiotechIcon}} or [[traits]].&lt;br /&gt;
&lt;br /&gt;
=== Noctoliths ===&lt;br /&gt;
The [[noctolith]]s that spawn do not take any direct action against you, but the only way to end the darkness early is to destroy them all. When attacked, a noctolith will summon a group of [[noctol]]s to defend itself. These noctols can spawn in the light but they will prefer to spawn in the dark. A spot is selected that is the darkest and they will spawn in a large circle around that point. Doors tend to attract spawns as they have a lower light level than the rooms surrounding them.&lt;br /&gt;
&lt;br /&gt;
=== Other impacts ===&lt;br /&gt;
[[Solar flare]]s specifically are disallowed from occurring during the unnatural darkness.&amp;lt;ref&amp;gt;[https://discord.com/channels/684960023020961812/1237171445394706463/1237172553467039806 Dev comment on a bug report] &amp;quot;Cynapse — 05/06/2024 3:42 PM&lt;br /&gt;
Unnatural darkness overrides a solar flare&amp;quot;&amp;lt;/ref&amp;gt; {{Check Tag|Others?|Are any other events disallowed during UD?}}&lt;br /&gt;
&lt;br /&gt;
The weather is forced to clear. This disables the game's [[firewatcher]], so wildfires are prone to spreading.&lt;br /&gt;
&lt;br /&gt;
[[Lightning]] and [[Orbital power beam targeter|orbital power beams]] can still light the entire map for the duration they exist.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
For Colonies with Tunnelers and/or darkness precepts, or ones where the majority population has dark vision and Monolith active. It is recommended to put lamps in most possible areas before leveling the monolith up.&lt;br /&gt;
&lt;br /&gt;
Unnatural darkness can be an enormous pain if encourtered in the early game, or if the colony is otherwise unprepared. The random damage can be debilitating or even deadly if endured long enough, and the noctols which periodically raid the player pose a significant threat. In addition, it will shut off [[solar generator]]s and prevent crops from growing using outdoor light. [[Sun lamp]]s can overcome this limitation. Alternatively, [[nutrifungus]]{{IdeologyIcon}} can still grow and requires less power, but it is only safe to farm with [[agrihand]]s.{{BiotechIcon}} In any case, it would be ideal to have several days' worth of food stocked. It is important to note that most other events may still occur during this time: for example, there is nothing stopping a pit gate from spawning during a noctol raid.&lt;br /&gt;
&lt;br /&gt;
Keeping the base well-lit ''in all areas'' is the most obvious safety measure, as it prevents the random damage and heavily weakens the [[noctol]]s. It is ideal to set up lights before unnatural darkness is triggered - if one is suprised by unnatural darkness, it is likely too late to light up the entire base. It could be theoretically advantageous for a noctolith to spawn within one's base as it drastically shortens the journey required to reach and destroy it, but because the spawn locations are unpredictable, this strategy is not recommended.&lt;br /&gt;
&lt;br /&gt;
Keeping pawns from wandering is crucial if you want to avoid needless deaths. [[Allowed area]]s are great for forcing undrafted pawns to stay in a lit area. Also, consider adjusting work priorities to keep your pawns inside, researching and cleaning rather than going outdoors. They might not enjoy these tasks, but it's far safer. [[Mood]] management is important, too, as pawns under a [[mental break]] will be vulnerable as soon as the break ends.&lt;br /&gt;
&lt;br /&gt;
=== Attacking nocoliths ===&lt;br /&gt;
There are two options for ending unnatural darkness: waiting it out or destroying the noctoliths. Destroying the noctoliths is risky, but can significantly hasten the end of the event and rewards you with [[shard]]s.&lt;br /&gt;
&lt;br /&gt;
[[Flood light]]s are a powerful tool to deal with this event. They illuminate a large area, slowing the noctols and intensifying their light exposure before they reach your pawns. They can also be used with batteries to create a path to the Noctoliths; you can reinstall the light from the back of your path to the front to reduce the number of lights needed. It's also useful to have a flood light at the noctolith to expose attacking noctols when you damage it.&lt;br /&gt;
&lt;br /&gt;
Alternatively, sending out teams of builders to create a path of torches is sufficient to reach a noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]] psycast{{RoyaltyIcon}} to quickly create a path. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the Noctolith from a distance. Noctol raids will almost certainly occur while you travel, but a crew of well-armed pawns can easily shoot down single Noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per Noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. In addition, as the Noctoliths themselves generate several tiles of light, a [[ghoul]] can be sent through moderate stretches of darkness to deal with it in melee. It can regenerate the damage from any hits the darkness delivers, and once it arrives at the Noctolith, it can gradually punch the structure to rubble in relative safety. Alternately, a melee pawn with fast movement speed, the skip psycast, or a jetpack can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a breach axe for the extra building damage.  Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of Noctols.&lt;br /&gt;
&lt;br /&gt;
If you lit up the entire map except for one tile, the noctols are guaranteed to spawn on it which you can take advantage.&lt;br /&gt;
&lt;br /&gt;
In [[glowforest]]s,{{OdysseyIcon}} unnatural darkness's tedium is effectively nullified due to the large amount of natural light sources creating a path to most noctoliths.&lt;br /&gt;
&lt;br /&gt;
== Anomaly Endgame ==&lt;br /&gt;
In addition to spawning as a unique event, unnatural darkness will also occur once the [[Void monolith]] is awakened. In this case, the darkness requires defeating two waves of [[Void structure]]s rather than Noctoliths, but the darkness' damage mechanics remain the same.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Unnatural darkness message 1.png|The first message that appears once the Unnatural darkness incident has occurred, advising the use of light sources &lt;br /&gt;
Unnatural darkness message 2.png|The second unnatural darkness message warning of the impending danger&lt;br /&gt;
Unnatural darkness message 3.png|The third unnatural darkness message marking the appearance of noctoliths&lt;br /&gt;
Unnatural darkness message 5.png|This message preempts a noctol raid. It will be triggered either naturally by time progressing or if a noctolith is severely damaged (under 25% hp)&lt;br /&gt;
Unnatural darkness message 6.png|Message received after the first noctolith is destroyed during an unnatural darkness&lt;br /&gt;
Unnatural darkness message 7.png|The message received when the final noctolith is destroyed and the unnatural darkness incident is over &lt;br /&gt;
Unnatural darkness message 8.png|The message received when the unnatural darkness incident naturally runs it's course and ends (i.e the noctolith aren't destroyed)&lt;br /&gt;
Unnatural darkness message 4.png|The message which appears when a colonist takes damage by being outside in Unnatural darkness&lt;br /&gt;
Unnatural darkness starting.png|The beginnings of the unnatural darkness. At this early stage the darkness is unremarkable and typical of night&lt;br /&gt;
Unnatural darkness fully dark.png|Unnatural darkness which has progressed to it's final state of darkness. It is much darker than a standard night and there are black particles falling&lt;br /&gt;
Unnatural darkness particles.png|Close of up the falling particles &lt;br /&gt;
Unnatural darkness damage.png|Example of ambient damage taken by standing in unnatural darkness. This is the cumulative damage of three separate &amp;quot;attacks&amp;quot;&lt;br /&gt;
Unnatural darkness noctolith all.png|All three noctoliths during an unnatural darkness. Note that they provide a small amount of light as does the anima tree&lt;br /&gt;
Unnatural darkness noctolith.png|Example of the faint light given off by a noctolith during an unnatural darkness&lt;br /&gt;
Unnatural darkness noctolith torches.png|Using a chain of torches to provide a lit path to a noctolith during an unnatural darkness&lt;br /&gt;
Unnatural darkness noctol attack eyes.png|Noctol eyes glowing in the dark as it approaches a colonist&lt;br /&gt;
Unnatural darkness noctol pet.png|Noctol attacking an unzoned pet during an unnatural darkness raid. In this instance, the dog was able to down the noctol in a single scratch to it's left leg&lt;br /&gt;
Unnatural darkness noctol raid.png|Noctol raid during unnatural darkness breaching the wall after having destroyed all the torches outside. The torches are destroyed not because they generate light but because they are furniture that the noctol can immediately path to upon spawning&lt;br /&gt;
Unnatural darkness gone.png|Example of light levels after the unnatural darkness has lifted by destroying all three noctoliths&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbital_power_beam_targeter&amp;diff=179624</id>
		<title>Orbital power beam targeter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbital_power_beam_targeter&amp;diff=179624"/>
		<updated>2026-04-15T20:50:55Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Orbital power beam targeter&lt;br /&gt;
| image = OrbitalPowerBeamTargeter.png&lt;br /&gt;
| description = An ancient targeting unit for a network of power-collection satellites. Once aimed at a target, it directs ancient satellites to begin beaming power down in a massive column of electromagnetic energy. This power can safely be collected in a giant absorption dish. Since you have no absorption dish, you'll be aiming it at enemies, at which point the power column will turn the area into a thousand-degree inferno. This will last until the satellites detect the unsafe targeting, shut themselves down, and permanently deactivate the targeter.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
| thingSetMakerTags = SingleUseWeapon, RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''orbital power beam targeter''' is a powerful single-use [[utility]] artifact that deals damage in a wide radius for a short duration.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Orbital power beam targeters cannot be crafted. Instead they can only be acquired through [[trade]], as a reward for performing [[quests]], or found in [[ancient shrine]]s. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a targeter in a given play-through.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When equipped, an orbital power beam targeter is worn in the waist [[Utility|utility slot]]. Pawns that are incapable of violence can equip, but not use, the targeter. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a tile within 45 tiles and within [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
After a 3s warm-up, a massive beam will shoot down from above for {{ticks|600}}. Once per activated tick, the beam chooses 4 random tiles in a 15-tile radius of the target, setting them on fire and dealing between 65 and 100 [[Damage Types#Flame|Flame]] damage to everything on each tile. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. The beam can hit targets under roofs, including overhead mountain.&lt;br /&gt;
&lt;br /&gt;
The targeter cannot be recharged or refueled - once its single charge is expended, the item is completely destroyed.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Orbital power beam targeters are incredibly powerful consumables, able to defeat just about any organic [[major threat]] in the game (save for some [[Anomaly]]{{AnomalyIcon}} threats) if they can fit within the radius. Because it can go through overhead mountain, it can even take out [[infestation]]s. However, they cannot damage [[mechanoid]]s at all, and moving targets are a bit more difficult to catch within the radius.&lt;br /&gt;
&lt;br /&gt;
Wearing it constantly on a pawn in your colony is ideal, in case a raid catches you off-guard and you ''need'' to end it. It is unlikely that every single colonist will want an item in the utility slot, so sparing a few colonist's slots is worth it for the added flexibility.&lt;br /&gt;
&lt;br /&gt;
It could be used as a [[caravan]] defense mechanism, but small caravans would rather use [[psychic shock lance]]s, which are more common and don't come with the risk of collateral damage.&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
[[Triple rocket launcher|Triple]] and [[doomsday rocket launcher]]s are more common and can end end most non-mech raids just as easily, but require the weapon slot, while an orbital power beam targeter can be always kept in the utility slot, and be immediately used if a colony-ending raid happens. In addition, rocket launchers have shorter range and a larger warmup time.&lt;br /&gt;
&lt;br /&gt;
[[Orbital bombardment targeter]]s have a similar level of power but deal bomb damage, allowing them to also damage mechanoids and be incredibly effective against [[mech cluster]]s{{RoyaltyIcon}} while being worn on the utility slot. Therefore, bombardment targeters are more valuable items in general, but both orbital targeters are rare and valuable, so it is difficult to be picky.&lt;br /&gt;
&lt;br /&gt;
The other superweapons ([[tornado generator]]s, [[antigrain warhead]]s / [[IED antigrain warhead trap|IEDs]], [[orbital mech cluster targeter]]s{{RoyaltyIcon}}) are significantly more clunky than any of the above options, making them less appealing.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Paradoxically, Orbital power beam targeter and bombardement targeter can be used while in orbit.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added. &lt;br /&gt;
* 1.2 - Changed from a ranged weapon to a utility slot item.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - New artwork for orbital targeters.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Escaping prisoners are now capable of picking up and using these.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OrbitalTargeter.png|Old generic targeter sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|utility|wide}}&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=179623</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=179623"/>
		<updated>2026-04-14T18:43:34Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = SubcoreSoftscanner north.png&lt;br /&gt;
| description = A pod with thousands of tiny tissue probes and a high-energy brain scanner. Once a person is inserted, the system uses the probes and scanner to sense a neuro-psychic pattern that it can analog-transfer to a new standard-tier mechanoid subcore. The person will be left temporarily sick, but unharmed.&amp;lt;br&amp;gt;Subcores are mechanoid brains and producing any mechanoid requires one. Standard-tier subcores produced by this softscanner can only power standard-tier mechanoids.&amp;lt;br&amp;gt;Higher tier subcores can be created by building a subcore ripscanner.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = &lt;br /&gt;
| mass base = 25&lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2x3&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 8000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| room role = Laboratory&lt;br /&gt;
}}&lt;br /&gt;
The '''subcore softscanner''' is a building added by the [[Biotech DLC]] that allows for the creation of [[standard subcore]]s by scanning [[human]] minds.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The subcore softscanner takes 150 W of [[power]]. Its only purpose is to produce a [[standard subcore]], which is an ingredient used in the gestation of the following mechanoids:&lt;br /&gt;
{{Ingredient List|Standard subcore|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
The scanner must be loaded with {{Icon Small|Steel}} 50 [[Steel]] and {{Icon Small|Component}} 4 [[Component]]s before each scan. Then any [[human]] (who is not a temporary faction member or [[baby]]) without scanning sickness can be selected for scanning by using the &amp;quot;Insert Person&amp;quot; button when selecting the subcore softscanner building. Upon selection, colonists and slaves will walk to the scanner if able, however prisoners or downed persons must be carried to the building by someone else. The scanning process takes {{Ticks|7500}} and inflicts scanning sickness upon completion.&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{quote|&amp;quot;This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage.&amp;quot;|In-game description}}&lt;br /&gt;
A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day for non-mechanitor pawns and severity decreasing by 2 per day for [[mechanitor]] pawns. This has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Manipulation]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Moving]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Vomiting]] {{MTB}}: {{Bad|1.5 days}}&lt;br /&gt;
* [[Mood]]: {{--|8}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Scanning sickness reduces a colonist's [[consciousness]], [[moving]], and [[manipulation]] by 25% for four in-game days, which results in a severe reduction in productivity. As such, [[prisoner]]s are ideal candidates for scanning as they cannot do work anyways. The second best choice would be an [[Mechanitor]], due to their accelerated recovery rate.&lt;br /&gt;
&lt;br /&gt;
Standard subcores are used in the gestation of a variety of useful mech types, such as [[tunneler]]s for mining ore deposits or [[scyther]]s for general melee combat. The softscanner is not expensive to build, but if you do not need or want any of the mechs that are gestated using standard subcores, then it is safe to skip.&lt;br /&gt;
&lt;br /&gt;
Note that every mech that requires a standard subcore is created at a [[large mech gestator]] and uses the [[large mech recharger]]. These two buildings cost {{Icon Small|steel||{{#expr: {{Q|Large mech gestator|Resource 1 Amount}} + {{Q|Large mech recharger|Resource 1 Amount}} }} }} [[steel]] and {{Icon Small|component||{{#expr: {{Q|Large mech gestator|Resource 2 Amount}} + {{Q|Large mech recharger|Resource 2 Amount}} }} }} [[component]]s. This is in addition to costs of the softscanner itself and the gestation of the mechs.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Subcore encoder]] - Creates [[basic subcore]]s.&lt;br /&gt;
* [[Subcore ripscanner]] - Creates [[high subcore]]s.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Added more feedback to subcore scanners.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Softcore{{Sic}} scanner tooltip formating.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=179512</id>
		<title>Orbital scanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=179512"/>
		<updated>2026-04-15T20:49:44Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Quests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Orbital scanner&lt;br /&gt;
| image = OrbitalScanner_north.png&lt;br /&gt;
| description = A sensor unit that passively scans for irregular objects orbiting the planet. It will periodically detect locations in orbit that can be visited with transport pods, shuttles, or gravships.&amp;lt;br&amp;gt;The scanner won't function under a roof. Building multiple orbital scanners does not increase the chance to find new locations.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -8&lt;br /&gt;
| hp = 180&lt;br /&gt;
| flammability = 0.3&lt;br /&gt;
| rotatable = true&lt;br /&gt;
| minifiable = False&lt;br /&gt;
| path cost = 50&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = 500&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 10000&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 180&lt;br /&gt;
| resource 2 = component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = OrbitalScanner&lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
}}&lt;br /&gt;
'''Orbital scanners''' are [[building]]s added by the [[Odyssey DLC]] that automatically detect sites in [[orbit]] for mining, looting, and other uses.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The scanner will have two main phases:&lt;br /&gt;
* '''Scanning:''' While powered, the scanner will passively look for orbital objects. This process has an MTB of 60000 [[ticks]] (1 day).&lt;br /&gt;
* '''Locating:''' When an object has been found, the scanner will begin locating its location. This process will take between 8 to 10 days, during which the scanner must be powered. The countdown will pause should the scanner loses power during this period. Once completed, a [[#Quests|quest]] will be given to the player, and the scanner restarts.&lt;br /&gt;
&lt;br /&gt;
In addition, there is a cooldown of 18 days, which starts after an object is scanned. This cooldown may tick down concurrently with the Locating phase, and will also tick down if the scanner is powered off. This cooldown is not visible in game.&lt;br /&gt;
&lt;br /&gt;
Having multiple scanners provides no benefit over having one scanner. If you do have multiple, the game will randomly select one powered scanner to be the one to have found the object during the Scanning phase, and only that scanner needs to remain powered during the Locating phase.&lt;br /&gt;
&lt;br /&gt;
The scanner can be built on the ground, even in [[orbit]] or on a [[gravship]]. Scanner progress is not reset if the gravship it's on moves tiles.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests#Odyssey}}&lt;br /&gt;
When a scan is complete, the game will randomly select a random quests among these:&lt;br /&gt;
&lt;br /&gt;
* '''Resource Asteroid''': An asteroid containing mineable resources.&lt;br /&gt;
** This quest has a weight of 1.5 (compared to the weight of 1 for most of the other quests), making it more likely to be chosen than other quests.&lt;br /&gt;
** The random resource can be [[gold]], [[uranium]] or [[plasteel]], with each of them having an equal likelihood of being chosen.&lt;br /&gt;
** The location is similar to asteroids generated on world creation, with some minor differences. Its icon on the [[world map]] contain color veins - based on which resources the asteroid has. Additionally, asteroids found by this method will contains more of such resources compared to pre-generated ones{{Check Tag|Verify|This is based on in-game-text, with its text mentioning 'significant amount of resources.' compared to 'trace amount'.}} . &lt;br /&gt;
** The asteroid has a chance to spawn with an archean tree as well as a crate with one or more archean seeds and/or{{Check Tag|Confirmation needed}} an in stone enclosed chamber with cryptosleep caskets{{Check Tag|Variant? Occupants?}} in it.&lt;br /&gt;
* '''Orbital Item Stash''': An asteroid with a hollow core containing structures with loot. Usually containing some stone blocks and/or meals, raw food in addition to regular ancient danger loot.&lt;br /&gt;
** The location is similar to the previous one, but without any mineable resources other than [[vacstone]].&lt;br /&gt;
* '''Abandoned Platform''': An ancient orbital platform with no signs of life.&lt;br /&gt;
* '''Orbital Wreck''': Wreckage of abandoned platform with hostile [[salvagers]].&lt;br /&gt;
* '''Mechanoid Platform''': An orbital platform with high [[mechanoid]] activity.&lt;br /&gt;
** This quest has a weight of 0.5 (compared to the weight of 1 for most of the other quests), making it less likely to be chosen than other quests.&lt;br /&gt;
* '''Satellite''': An abandoned platform, usually protected by outside [[uranium slug turret]]s.&lt;br /&gt;
Outside of the orbital scanner, these quests can be obtained by hacking [[ancient uplink]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The orbital scanner is the primary means of finding locations in [[orbit]] around the planet. It should not be an immediate priority to build. The orbital locations it finds typically have a few rare items each, but the quantity of loot is low and those items may be duds. At the very least, your colonists need a way to survive in a vacuum and fight enemies there - [[power armor]] is helpful but not strictly necessary. Still, the scanner is a good way to find rare items like high quality [[unique weapon]]s, [[orbital bombardment targeter]]s, and even [[healer mech serum]]s.&lt;br /&gt;
&lt;br /&gt;
[[Ancient uplink]]s can find orbital locations, but are single use and can only be found in special locations, also they can be used alongside the orbital scanner to find more locations.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:OrbitalScanner_east.png|Facing east &lt;br /&gt;
File:OrbitalScanner_north.png|Facing north &lt;br /&gt;
File:OrbitalScanner_south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Clarified the orbital scanner description. The only change is adding ''&amp;quot;Building multiple orbital scanners does not increase the chance to find new locations.&amp;quot;'' to the end of the description. Fix: Orbital scanner north and south sprites swapped.&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravship_shield_generator&amp;diff=179509</id>
		<title>Gravship shield generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravship_shield_generator&amp;diff=179509"/>
		<updated>2026-04-15T20:46:57Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason= 1) Infobox incomplete 2) Summary not yet up to standard - see [[mech high shield]] and [[mech low shield]] for examples 3) Activation mechanics 4) Specify if HP damage, EMP, and running out of time all trigger full cooldown time 5) Analysis not up to spec. 6) Non DLC, non maintenance Categories 5) Chrck if [[EMP rounds]] hitting the shield disble the shield}}&lt;br /&gt;
{{Image wanted|reason=1) AoE in the standard style for the Summary 2) Embrasure use of shield on radius edge for the Analysis}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Gravship shield generator&lt;br /&gt;
| image = GravshipShieldGenerator.png&lt;br /&gt;
| description = A shielding device that can protect a gravship. It modulates the grav field to create a short-lived momentum repulsor surface that blocks projectiles. It works against normal shots and mortars. Those inside can still shoot out. It must be charged before use. One gravship can support two gravship shield generators.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = &lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 0.3&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 * 3&lt;br /&gt;
| placeable = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| cleaning time factor = &lt;br /&gt;
| filth multiplier = &lt;br /&gt;
| speed = &lt;br /&gt;
&amp;lt;!-- Creation&lt;br /&gt;
Not created, but used for the deconstruct/destruction yield.&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Gravlite panel&lt;br /&gt;
| resource 2 amount = 80&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 8&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}  &lt;br /&gt;
The '''gravship shield generator''' is a [[building]] added by the [[Odyssey DLC]], that projects a shield that protects against both ground-level and overhead projectiles around a [[gravship]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Acquired as a quest reward. You can also find them from sealed crates in structures.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The 3x3 building requires 200W power.  It can be activated to create a shield vs ground and aerial projectiles which has 500HP and lasts 100 seconds (2.4 hours rimworld) or until EMP'd.  The shield ability has a radius of 25 tiles from the center of the building, and a cooldown of 4 hours (2 minutes, 46 2/3 seconds real time).&lt;br /&gt;
&lt;br /&gt;
When deconstructed, it provides 4 advanced component, 40 gravlight panels and 100 steel.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Two shield generators can be used in sequence and cycled regularly to maintain a continuous shield around a gravship, with a few seconds of time during which they will overlap.&lt;br /&gt;
&lt;br /&gt;
Can be combined with physical defences such as walls and barricades to create an embrasure equivalent and improve the performance of both. Place the walls such that the shield covers the gaps in the walls for firing through, but the walls themselves cover the shield. This ensures that only shots would have gone through the gap and risked hitting a colonist are blocked by the shield, while others are absorbed by the wall and don't consume shield HP. This also provides a some protection against EMP projectiles breaking the shield. Similarly to gravcore power cells, placing a gravship shield generator on gravship substructures can work for ground based colonies.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release- Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE.&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbital_mech_cluster_targeter&amp;diff=179505</id>
		<title>Orbital mech cluster targeter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbital_mech_cluster_targeter&amp;diff=179505"/>
		<updated>2026-04-15T20:58:30Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}} &lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Orbital mech cluster targeter&lt;br /&gt;
| image = OrbitalMechClusterTargeter.png&lt;br /&gt;
| description =An ancient military targeting device. It signals an orbital platform to drop a mechanoid combat cluster at the targeted point. The cluster may include any mixture of mechanoids and mech defense structures.&amp;lt;Br&amp;gt;Though they may have once had some allegiance to the ancient army that created this unit, any mechs dropped now will indiscriminately attack any human they see - including the one that summoned them.&amp;lt;Br&amp;gt;The unit only contains one usage code, so it can only be used once.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
| thingSetMakerTags = SingleUseWeapon&lt;br /&gt;
}}&lt;br /&gt;
The '''Orbital mech cluster targeter''' is a powerful single-use [[utility]] item that calls a [[mechanoid cluster]] down on the targeted location. These [[mechanoids]] are not allied to the user in any way, and behave as normal mechanoids do.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Orbital mech cluster targeters cannot be crafted, acquired through trade, or from quests. They can only be found in [[ancient shrine]]s and [[Hermetic_crate|Odyssey ruin hermetic crates]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=More detail needed inc. What point value do they use? Are they always the same size or do they scale with [[raid points]]?}}&lt;br /&gt;
When equipped, an orbital mech cluster targeter is worn in the waist [[Utility|utility slot]]. Pawns that are incapable of violence can equip, but not use, the targeter. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a tile within 45 tiles and within [[line of sight]]. It can be targeted under roofs of all types but pods landing on overhead mountain will cause cave-ins and create [[collapsed rocks]], destroying the pod and its occupants in the process.&lt;br /&gt;
&lt;br /&gt;
After a 3s warm-up, a [[mechanoid cluster]] will spawn in the targeted area. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. This cluster is identical to other clusters but will never spawn with a [[condition causer]]. The [[mechanoids]] within are not allied to the user in any way, and behave as normal mechanoids do. They will be hostile to everyone except other mechanoids.&lt;br /&gt;
&lt;br /&gt;
The targeter cannot be recharged or refueled - once its single charge is expended, the item is completely destroyed.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Essentially missing analysis}}&lt;br /&gt;
They are in every way a mech cluster you can summon, with all the help and hindrance that can bring. Use with caution and remember it does not help against other mechanoids.&lt;br /&gt;
&lt;br /&gt;
===Proxy Warfare===&lt;br /&gt;
When used offensively. An mech cluster can be used in combination with a mortar to alleviate all risks of sieging an enemy settlement. The main trick is placing it in such a place where the defenders will attack the cluster instead of you. Similar tactic can be used defensively but runs a risk of an unfavorable condition causer.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Will no longer spawn a cluster with [[condition causer]].&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - New artwork for orbital targeters. Changed from a Weapon to a Utility item. Prior to this, like all ranged weapons it couldn't be used when the pawn was wearing a [[shield belt]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OrbitalTargeter.png|Old generic targeter sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant_spine&amp;diff=178130</id>
		<title>Revenant spine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant_spine&amp;diff=178130"/>
		<updated>2026-03-17T17:28:51Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|special&lt;br /&gt;
| name = Revenant spine&lt;br /&gt;
| image = RevenantSpine.png&lt;br /&gt;
| description = An articulated spine-like object from a dead revenant. It is a chaotic mesh of sharpened metal spokes, twisted into a warped cage. The material appears to be rough-cast black iron smeared in a dark, slippery fluid. Anyone who peers too closely inside its jagged form is left with a skull-splitting headache.&lt;br /&gt;
You can destroy the spine to permanently kill the revenant.&lt;br /&gt;
Alternatively, you can secure it on a holding platform and wait for the revenant to re-emerge, so you can study the captured entity.&lt;br /&gt;
| type = Misc&lt;br /&gt;
| hp = 30&lt;br /&gt;
| marketvalue = 1000&lt;br /&gt;
| mass base = 5&lt;br /&gt;
&amp;lt;!-- min containment strength is 80, really feels like this should be a value --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{About|the captureable form of the revenant entity|the installable body part|revenant vertebrae}}&lt;br /&gt;
&lt;br /&gt;
A '''Revenant Spine''' is a miscellaneous item added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Revenant spines are acquired by killing [[revenant]]s. Upon a revenant's death it will not leave a corpse, but instead the revenant will dissolve into the spine which can then be retrieved as any item. &lt;br /&gt;
To destroy the spine, the player must choose a pawn to interact with the spine for {{ticks|300}}, ensuring that the revenant cannot reform and leaving 1 [[shard]] behind.&lt;br /&gt;
Alternatively, one can acquire a revenant spine from a Mysterious Cargo [[quest]] as a piece of cargo.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason= Specifically how long until reforms into rev? What happens if its kept in an inventroy (colonist, animal, and drop pod/shuttle)? will it still reform?}}&lt;br /&gt;
When a [[Revenant]] dies, it will leave a Revenant spine in its place. If not otherwise dealt with by the player, a revenant spine will eventually{{Check Tag|how long?}} reform into a revenant, returning it to full health and beginning its attacks again. A warning will be issued{{Check Tag|How?}} to the player before the revenant reforms.{{Check Tag|Describe reforming visuals}}&lt;br /&gt;
&lt;br /&gt;
[[Containment|Capturing]] the spine and placing it on a [[holding spot]] or [[holding platform|platform]] will cause the revenant to immediately reform in captivity. The revenant can then be used for [[dark study]] and other uses as normal. See the [[Revenant]] page for details.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the spine can be destroyed to prevent the [[Revenant]] from reforming, permanently killing it. To destroy the spine, the player must choose a pawn to interact with the spine for {{ticks|300}}, leaving {{Icon Small|Shard}} 1 [[shard]] behind.&lt;br /&gt;
&lt;br /&gt;
Finally, the spine can be used to craft a [[revenant vertebrae]] to be installed in a colonist. This will also permanently prevent the individual revenant from reforming.&lt;br /&gt;
&lt;br /&gt;
{{Ingredient List|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section =1|reason= There is no analysis on Revenant, Vertebrae or here on whether the player should destroy, contain, or make Vertebrae from the spine. Doesn't have to be here - can just redirect to the other pages but has to be somewhere}}&lt;br /&gt;
As the player will be warned before the revenant reforms from its spine, it is possible to capture the spine before it reforms and immediately execute the revenant, turning it back into a spine and resetting the reformation time. However, the revenant spine cannot be studied on its own. Outside of that, if acquired through the [[mysterious cargo]] quest it is easy to contain, a 12x9 stone wall + doors, or an containment chamber dug out of an mountain with an sandstone door without a holding platform is usually enough to contain a revenant. Even colonies that may prefer entities dead rather than alive can benefit from making a temporary containment chamber until they research revenant invisibility and craft a revenant spine. Even if you somehow can't acquire enough containment strength. Repeatedly executing then re containing it in a spare room can prove to be an tedious but effective containment method.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{{Stub|section=1|reason=Needs non DLC non Maintenance categories}}&lt;br /&gt;
* [[Anomaly DLC]] release - Added.&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=177986</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=177986"/>
		<updated>2026-03-23T00:43:03Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Bloodthirsty Parley */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
{{Image wanted|reason=All UI tabs and not in dev mode}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:Quests_available.png|thumb|left|Quests UI on the 'Available' tab]]&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}, The Gravship{{OdysseyIcon}} and its subquests) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New [[colonists]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], [[#Biotech]], [[#Anomaly]], and [[#Odyssey]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time, which is not listed in the quest description, will be between 12 and 28 days. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan, who will act as a negotiator for this quest.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 100-110, faction leaves a gift with total 500 - 1200 market value, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Success''' - Goodwill increases by 60-70, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-20.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 40-50, ''immediate attack'' on caravan party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Social|Social Skill]] !! [[Negotiation Ability]] !! Triumph Chance !! Success Chance !! Flounder Chance !! Backfire Chance !! Disaster Chance&lt;br /&gt;
|-&lt;br /&gt;
| 0   || 40%     || 4.2%  || 23.0% || 23.5% || 32.9% || 16.4%&lt;br /&gt;
|-&lt;br /&gt;
| 3   || 62.5%   || 5.7%  || 31.6% || 24.2% || 25.7% || 12.8%&lt;br /&gt;
|-&lt;br /&gt;
| 6   || 85%     || 8.0%  || 43.8% || 23.1% || 16.7% || 8.4%&lt;br /&gt;
|-&lt;br /&gt;
| 9   || 107.5%  || 10.5% || 57.5% || 19.0% || 8.7%  || 4.3%&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 130%    || 11.9% || 65.5% || 15.2% || 4.9%  || 2.4%&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || 150%+   || 13.3% || 72.9% || 10.6% || 2.1%  || 1.1%&lt;br /&gt;
|}&lt;br /&gt;
Peace talks will give the negotiator 6000 Social skill experience regardless of the outcome, negotiator's passion, or [[Global Learning Factor]]. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&amp;lt;!--- Data is from the version 1.2.2753, but seems to be mostly up to date --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s, [[transport pod]]s, [[Permits|imperial shuttle]],{{RoyaltyIcon}} or [[passenger shuttle]]{{OdysseyIcon}} to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest appears after 8 days, counting from the moment you've reached 3 colonists for the first time (including if you've started with more). This quest won't appear if you have under 3 colonists, any of your colonists reached the title of a [[Title#Titles|Yeoman]], if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, an [[imperial shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Novice]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like [[berserk pulse]], [[farskip]], or [[neuroquake]].&lt;br /&gt;
&lt;br /&gt;
=== The Deserter ===&lt;br /&gt;
{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest appears after 26 days of the colony start. This quest won't appear if you are in an extreme biome. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{AnomalyIcon}}&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
=== Betrayal offer ===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
== Build Monument ==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific monument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Combat in darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
=== Title Inheritance ===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of novice and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An [[imperial shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced heat waves and cold snaps will stack with naturally-occurring ones.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[imperial shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles. The quest won't fail if the visitor does not have a room assigned (except by lowering mood), you only strictly need an unassigned room that meets expectations to start the quest.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
* An [[imperial shuttle]] will arrive to pick up specified amount of colonists. The amount requested is proportional to your current colonist count. The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.&lt;br /&gt;
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#human|Raiders]] for details.&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[crashed shuttle|shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. Regardless of the outcome, this shuttle can be deconstructed for {{Icon Small|plasteel}} 35, {{Icon Small|steel}} 20, {{Icon Small|component}} 5 and, if the [[Odyssey DLC]] is enabled, a [[shuttle engine]]. {{OdysseyIcon}}&lt;br /&gt;
* Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
* The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
* {{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
** Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
* The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
* Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
* Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[imperial shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Ritual Quality&lt;br /&gt;
! 0%&lt;br /&gt;
! 30%&lt;br /&gt;
! 60%&lt;br /&gt;
! 90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ideology =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
== Ancient complex ==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby an [[imperial shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room containing [[ancient unstable fuel node]] that can explode.&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The threats may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]]s (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate]]s (contain equipment), [[Ancient enemy terminal]]s (call enemy faction) and [[Ancient comms console]]s (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]&lt;br /&gt;
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room&lt;br /&gt;
&lt;br /&gt;
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.&lt;br /&gt;
&lt;br /&gt;
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.&lt;br /&gt;
&lt;br /&gt;
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{Icon Small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break]]s and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{Main|Work site}}&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''.  To get the information, hack into the drone's computer. Hacking takes time, but those strong in intellectual skill can speed up the process. After landing, the spacedrone will self-destruct in 30 days. ''&lt;br /&gt;
&lt;br /&gt;
Alternative quest title: '''Orbital Cryptodrone Hack'''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Ancient complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechanitor. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[mechanoid transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor and The Gravship [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a chance that the sanguinophage will spawn with both Sanguinophage Xenogenes and another set of endogenes of an allready existing xenotype.&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[crashed shuttle|shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the [[crashed shuttle]].  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle crashes. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is: &lt;br /&gt;
* The [[downed]] sanguophage (assuming that their brain isn't destroyed)&lt;br /&gt;
* The [[downed]] thralls&lt;br /&gt;
You can then decide what to do with the sanguophage:&lt;br /&gt;
* Force a downed sanguophage to give a [[Gene implanter|gene implantation]]. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]]. &lt;br /&gt;
* If you imprison and then recruit the sanguophage, you can cast Implant genes with it.&lt;br /&gt;
 '''Note:''' using this ability while the sanguophage's genes are still regrowing kills the sanguophage. Therefore, if you want to keep the sanguophage, it is worth waiting until the gene regrowth process finishes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an [[Ideoligion]] with [[File:Cannibal.png|32px]] &amp;quot;Cannibal&amp;quot; as their main [[meme]] will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sanguophage Transport.png|Crashed shuttle with the sanguophage master and two thralls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* An [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]]s, [[Toughspike]]s, and [[Trispike]]s. Members of the calling faction will be scattered around the map, dead. There are also unconfirmed reports of still-living faction members.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
The map will be partially covered in fleshmass, with [[flesh sack]]s and [[fleshbulb]]s as well. One of the fleshsacks will contain a [[shard]].&lt;br /&gt;
&lt;br /&gt;
If possible, there will be at least 2 tiles between the camp and the player settlement on the [[world map]], but no more than 7. The faction chosen for the camp must be a human faction that is not a permanent enemy. The quest also excludes factions that don't have a defined list of pawns to generate for purposes like combat, traders, or settlements. This excludes factions like [[ancients]], [[beggars]], or [[pilgrims]]. [[Empire]] can only be chosen if the quest has at least 2000 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
There is a 75% chance that an ambush will happen after arriving, causing more fleshbeasts to arrive from pit burrows. It will happen after anywhere between {{ticks|2400}} and {{ticks|4800}}.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
= Odyssey =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{stub|section=1|reason=Verify all quests covered. Once complete, add stub tag to individual wuests as necessary}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid Signal ==&lt;br /&gt;
 '' You've detected a signal from a mechanoid ship in orbit. The ship has malfunctioned and is slowly losing altitude.\n\nBy falsely responding to the signal you can make the ship crashland nearby, letting you salvage valuable grav tech. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A mechanoid ship is crashing down onto the surface.&lt;br /&gt;
&lt;br /&gt;
Accepting this quest will sends down a [[grav engine]], a few dead [[mechanoids]] and some spacecraft chunks. By inspecting the engine, you unlock the Basic gravtech [[research]], allowing you to starting constructing a [[gravship]]. Deconstructing the spacecraft chunks will grant you [[Gravlite panel]]s for your ship.&lt;br /&gt;
&lt;br /&gt;
== The Gravship == &lt;br /&gt;
 '' You've discovered a mechanoid grav engine! You can use this to build a gravship to quickly move around the planet.&amp;lt;br&amp;gt;The engine includes tech that passively scans for nearby gravship technology. If you obtain this gravship tech, you can upgrade your gravship over time. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You are now in the possession of a [grav engine].&lt;br /&gt;
&lt;br /&gt;
Once you have inspected the [grav engine], this quest is immediately activated. While the engine is on the map, you'll passively get new sub-quests to receive new [[gravcore]]s and [[gravlite panel]]s to expand and upgrade your gravship. &lt;br /&gt;
&lt;br /&gt;
These quests can spawn very far away from where your colony was when you receive them. Most quests can be as far as 160 tiles away from your colony. Some quests may require you to stay for many days, often in harsh conditions like the [[Scarlands]] or even in [[orbit]]. As such, traveling with a gravship is very recommended. Make sure your gravship has enough resources, food, medicine, as well as fully pressurized living areas if you're going to space.&lt;br /&gt;
&lt;br /&gt;
Once any 7 of these sub-quests are completed, you'll receive the location for the [[mechanoid hive]]. &lt;br /&gt;
&lt;br /&gt;
On non-Grav Ship scenario starts, the Initial Grav Ship quest fires on Day 6. The first sub-quest will fire roughly 1 day after investigating the Grav Ship Engine.&lt;br /&gt;
&lt;br /&gt;
On the Grav Ship Scenario, the first sub-quest will fire between days 5 and 8.&lt;br /&gt;
&lt;br /&gt;
Later sub-quests will fire every 15 to 30 days, weighted to have an average time between of 20 days. Grav Ship sub-quests only if the player has an installed Grav Engine and the player has less than 3 sub-quests available. &lt;br /&gt;
&lt;br /&gt;
Sub-quests will fire indefinitely until the player completes the Mech Hive quest. Once the Mech Hive is completed, Grav Cores can still be obtained through random quests.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Relay ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. It is powering a relay that is part of a huge mechanoid communication net. You can disassemble the relay, but the process will take days to complete. The relay itself will be heavily defended by mechanoids. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A relay nearby is containing valuable gravship technology.&lt;br /&gt;
&lt;br /&gt;
One single [[mechanoid relay]] will be present on the map along with 3 stabilizers guarded by initially dormant mechanoids. To be able to deconstruct the relay, you must disable the stabilizers by either hacking or destroying them.&lt;br /&gt;
*Hacking will immediately wake up the nearby mechanoids. Kill these mechanoids first before you begin hacking. Often times, your hacking will be detected and you won't be able to continue hacking it until a few hours go by. To save time, clear the map of dormant mechanoids first, then begin hacking all three at once, to minimize downtime from lockout.&lt;br /&gt;
*Destroying a stabilizer is much quicker, however doing this will immediately spawn reinforcements mechanoids - often more than the numbers of initial guarding mechanoids. Should you choose this option, make sure you're prepared to defend yourself and your gravship.&lt;br /&gt;
&lt;br /&gt;
Once all three stabilizers are disabled, you can disassemble the relay, granting you a [[gravcore]] and some [[gravlite panel]]s. One last reinforcement will drop down soon after the &lt;br /&gt;
relay went down.&lt;br /&gt;
&lt;br /&gt;
=== Insect Lair ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal emanates from a cave system deep underground. The entrance to the cave system is marked on the world map. Subterranean caves can be extremely dangerous and may take days to explore. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden deep beneath the surface inside of a cave.&lt;br /&gt;
&lt;br /&gt;
Note: 3 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest will only spawn on a mountainous tile. Multiple hives and insects colonies will be present within the caverns. Located inside the caverns is a single entrance to a underground insectoid cave. Clear your way through inside the cave, and you'll eventually find the [[gravcore]], guarded by a [[hive queen]].&lt;br /&gt;
&lt;br /&gt;
=== Ancient Reactor ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient decaying reactor. The location is marked on the world map. Cracks in the reactor's shielding are leaking harmful material, bathing the nearby area in toxic fallout. The reactor itself will be heavily guarded by ancient security systems. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located inside a leaking ancient reactor.&lt;br /&gt;
&lt;br /&gt;
This quest will always spawn within a [[Scarlands]] biome. While you're on this tile, [[toxic fallout]] will cover the area. Explore the ancient complex until you find the reactor. Destroying it will give you a [[gravcore]], and also make the toxic fallout dissipate. You can also find [[gravlite panel]]s within crates inside the complex.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Stockpile ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient underground stockpile. The location is marked on the world map. Underground stockpiles must be hacked to enter. This process can take days to complete. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside an ancient stockpile.&lt;br /&gt;
&lt;br /&gt;
Three different underground stockpiles are present on the map. To enter, you must hack the entrances, which can takes a few days. Underneath all entrances are stockpiles containing loots as well as dangerous traps and security turrets. Only one of these stockpiles will contain the [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
=== Crashed Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from the wreckage of a crashed orbital platform. Scans reveal a heavy mechanoid presence. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located near a crash site of a mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
Note: 2 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
=== Frozen Terraformer ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The gravcore is powering a malfunctioning ancient terraformer. Its location is marked on the world map. The terraformer is cooling the local region to dangerously low temperatures. Be prepared for cold weather and a long stay. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside a frozen complex.&lt;br /&gt;
&lt;br /&gt;
Note: 1 other sub-quest must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest can spawn on Glacial Plains, Ice Sheet and Tundra. In the middle of the map is an ancient complex, hidden within thick walls of ice. Dig through the ice and you'll find the complex. Destroy the terraformer located inside will grant you a [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
Be careful of the cold weather, make sure you have enough food and warm clothes for your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an orbital mechanoid platform. Scans reveal a heavy defensive presence. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
=== Abandoned Orbital Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an abandoned orbital platform. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on an ancient platform.&lt;br /&gt;
&lt;br /&gt;
Note: 5 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
== Gravcore Mechhive ==&lt;br /&gt;
{{Main|Endings#The_Mechhive}}&lt;br /&gt;
 '' You have detected a huge gravtech energy spike originating from a mechhive in orbit. Its location is marked on the world map. This mechhive is the center of mechanoid intelligence on this planet. Shutting it down will disable all murderous mechanoids planet-wide. Alternatively, you may be able to use the mechhive for your own purposes. The mechhive is defended with anti-ship weapons. Build a signal jammer before approaching it. Be warned, mechhives are extremely dangerous. Finish exploring other locations first and ensure you're prepared for a long stay in orbit. '' &lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You have located the location of the mechhive.&lt;br /&gt;
&lt;br /&gt;
== Gravship Wreckage ==&lt;br /&gt;
 '' You've intercepted the distress beacon from a crashed gravship. The wreckage contains valuable gravtech. Be careful - it is guarded by hostile mechanoids. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You detected a gravship crashed nearby.&lt;br /&gt;
&lt;br /&gt;
If you do not have a [[grav engine]], and do not have the initial &amp;quot;Mechanoid Signal&amp;quot; quest available, after a while a faction leader, or a royal title holder will tell you the location of a new engine. If none is available (due to having no friendly factions) the quest will say that you intercepted its distress beacon instead.&lt;br /&gt;
&lt;br /&gt;
The gravship wreckage quest will fire like any other quest assuming the conditions are met. Because the Gravship quest fires like any other quest, it may take a long time to fire. Once the quest fires, it has a 2 year cooldown before it can fire again.&lt;br /&gt;
&lt;br /&gt;
A player should only be able to have 1 grav engine at a time.&lt;br /&gt;
&lt;br /&gt;
==Space sites==&lt;br /&gt;
{{stub|section=1|reason=More detail for these, as well as the planet sites. Possibly have each site have its own subsection}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} Like the [[long-range mineral scanner]], these quests will only generate from an active [[orbital scanner]] or [[ancient uplink]]. Each location is in [[orbit]].&lt;br /&gt;
&lt;br /&gt;
* '''Resource Asteroid''': An asteroid containing mineable resources. It it more common than the other quests.&lt;br /&gt;
* '''Orbital Item Stash''': An asteroid with no minable ores, but a hollow core containing structures with loot.&lt;br /&gt;
* '''Abandoned Platform''': An ancient orbital platform with no signs of life.&lt;br /&gt;
* '''Orbital Wreck''': Wreckage of abandoned platform with hostile [[salvagers]].&lt;br /&gt;
* '''Mechanoid Platform''': An orbital platform with high [[mechanoid]] activity. Less common than the other quests.&lt;br /&gt;
* '''Satellite''': An abandoned platform, usually protected by outside [[uranium slug turret]]s and inside drones.&lt;br /&gt;
&lt;br /&gt;
==Planet sites==&lt;br /&gt;
{{OdysseyIcon}} These quests can be given by interfacing with visitors and inbound caravans, or by reading [[book]]s that have a discover quest reward (only once per book). &lt;br /&gt;
&lt;br /&gt;
*'''Ancient mercenaries:''' Hostile ancients are in the area, one of them wielding a [[unique weapon]].&lt;br /&gt;
*'''Ancient structure:''' Generates a [[landmark]] on a given tile, even if it wasn't there before. Options include [[ancient warehouse]]s, [[ancient garrison]]s, [[ancient launch site]]s, and [[infested settlement]]s.&lt;br /&gt;
*'''Alpha thrumbo spotting:''' An [[alpha thrumbo]] and herd of regular thrumbos will be in the area.&lt;br /&gt;
&lt;br /&gt;
The above methods can also discover [[#Item stash|item stash]]es, [[#Bandit camp|bandit camps]], and [[#Ancient complex|ancient complexes]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Orbital fugitive==&lt;br /&gt;
{{stub|section=1|reason=General}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A fugitive has hid on an abandoned orbital platform, and the quest giver wants them dead. The reward will be a gravship building, e.g., a [[fuel optimizer]] or [[pilot subpersona core]].&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 5 distinct ways to see the credits screen:&lt;br /&gt;
* Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
* [[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
* [[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
* [[#The Mechhive|Storming the mechhive]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
* Prepare defenses and 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
* Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
== Royal Ascent ==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[imperial shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*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.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then an [[imperial shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 2,000 kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod* &lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide. Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. Fix: Colonist pods returning from a 'pawn lend' quest can roof punch. Fix: Rescuing downed noble ends shuttle rescue [[quest]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list. Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items. Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. Fix: Shuttle stays forever if all passengers cannot get on board. Fix: Shuttle crash quest fails if you have VIP boarded.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. Reworked how many beggars show up depending on colony population. Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Landmarks&amp;diff=177945</id>
		<title>Landmarks</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Landmarks&amp;diff=177945"/>
		<updated>2026-03-20T19:21:17Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Terraforming scar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
[[File:LandmarkExpanding.png|thumb|right|World Icon]]&lt;br /&gt;
&lt;br /&gt;
'''Landmarks''' are special named generated tiles on the world map that come with features that modify or add to the map when settled. The features may include natural landforms such as lakes, fjords, and atolls, or artificial structures such as abandoned colonies, ancient garrisons, and city ruins. Some features may also be modifiers rather than placed structures, such as higher fertility, fogginess, or higher levels of pollution. Most features can be found in any biome.&lt;br /&gt;
&lt;br /&gt;
== Landmark-defining features ==&lt;br /&gt;
Every landmark is associated with a specific feature, or in some cases a set of features. Optionally landmarks can have additional features which can also be found on non-landmark tiles. Features of both types can be searched for with the Search tool, but it only shows results for landmark tiles, settlements and quest sites. Landmark-defining features do not occur on non-landmark tiles.&lt;br /&gt;
&lt;br /&gt;
Landmark-defining features can be combined under some conditions. The primary feature determines the name of the landmark and the way it is drawn on the world map. For example a landmark with the cliffs and lake features will be displayed as a cliffs tile with a cliffs-related name. The primary feature also defines the likelihood of specific additional features to occur. Using the same example, there is no chance of an increased fish feature, which is possible with a lake landmark, because cliffs don't have it.&lt;br /&gt;
&lt;br /&gt;
=== Comparison table ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_09 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Flat&amp;quot;&amp;gt;Fl&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Small hills&amp;quot;&amp;gt;SH&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Large hills&amp;quot;&amp;gt;LH&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Mountainous&amp;quot;&amp;gt;Mt&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! Secondary features&lt;br /&gt;
|-&lt;br /&gt;
! Basin&lt;br /&gt;
[[File:Basin in temperate forest.jpg|64px]]&lt;br /&gt;
| ''A natural depression in a mountain range, in which groundwater feeds a small lake.''&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| rare: [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Cavern&lt;br /&gt;
[[File:Cavern in desert.jpg|64px]]&lt;br /&gt;
| ''A network of caves formed by various geological processes.''&lt;br /&gt;
----&lt;br /&gt;
* Always present on ancient quarry landmarks.&lt;br /&gt;
* Siege raids disabled.&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| frequent: [[#Bay|bay]]&lt;br /&gt;
rare: [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Chasm&lt;br /&gt;
[[File:Chasm in desert.jpg|64px]]&lt;br /&gt;
|''Geological movement has caused deep fissures in this mountain.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| frequent: [[#Bay|bay]]&lt;br /&gt;
rare: [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Cliffs&lt;br /&gt;
[[File:Cliffs.png|64px]]&lt;br /&gt;
|''Steep cliffs surround three sides of this area.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| rare: [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Crevasse&lt;br /&gt;
[[File:Crevasse.png|64px]]&lt;br /&gt;
|''A massive rift created by glacial movement.''&lt;br /&gt;
----&lt;br /&gt;
* The only type of caves found in crevasses is ice caves.&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Dunes&lt;br /&gt;
[[File:Dunes.png|64px]]&lt;br /&gt;
|''A barren expanse of sand. This area is extremely inhospitable.''&lt;br /&gt;
----&lt;br /&gt;
* No geysers&lt;br /&gt;
* No soil for farming and no plants. The ground is made of sand and soft sand.&lt;br /&gt;
* Nothing to mine, but there are stone chunks on the ground.&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Hollow&lt;br /&gt;
[[File:Hollow in desert.jpg|64px]]&lt;br /&gt;
|''A small open area surrounded by cliffs.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| occasional: [[#Oasis|oasis]]&lt;br /&gt;
rare: [[#Wetland|wetland]], [[#Pond|pond]]&lt;br /&gt;
|-&lt;br /&gt;
! Ice dunes&lt;br /&gt;
[[File:Ice Dunes.png|64px]]&lt;br /&gt;
|''Massive rolling hills made from compacted windswept snow.''&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Lava flow&lt;br /&gt;
[[File:Lava Flow.png|64px]]&lt;br /&gt;
|''The surrounding landscape routinely funnels large amounts of lava into this area, making it extremely inhospitable.''&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Lava lake&lt;br /&gt;
[[File:Lava Lake.png|64px]]&lt;br /&gt;
|''A lake of deep lava terrain surrounded by volcanic rock.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Plateau&lt;br /&gt;
[[File:Plateau.png|64px]]&lt;br /&gt;
|''A small rise with sharp cliffs and a flat top.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| rare: [[#Wetland|wetland]], [[#Pond|pond]]&lt;br /&gt;
|-&lt;br /&gt;
! Terraforming scar&lt;br /&gt;
[[File:Terraforming Scar.png|64px]]&lt;br /&gt;
|''A misaligned blast from an ancient terraforming device has warped the earth into serpentine spirals. The area has since recovered, though the twisted and deformed hills remain.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
| rare: [[#Pond|pond]]&lt;br /&gt;
|-&lt;br /&gt;
! Valley&lt;br /&gt;
[[File:Valley in desert.jpg|64px]]&lt;br /&gt;
|''A steep valley carved through a mountain.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| rare: [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Bay|bay]], [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Archipelago&lt;br /&gt;
[[File:Archipelago.png|64px]]&lt;br /&gt;
|''A network of several small islands dotting the coast.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Bay&lt;br /&gt;
[[File:Bay.png|64px]]&lt;br /&gt;
|''A large indentation in the coastline that provides shelter from strong coastal winds.''&lt;br /&gt;
----&lt;br /&gt;
* Always present on harbor landmarks&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Coastal atoll&lt;br /&gt;
[[File:Coastal Atoll.png|64px]]&lt;br /&gt;
|''An island surrounding a large lagoon. There's very little land to build on here.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Coastal island&lt;br /&gt;
[[File:Coastal island in arid shrubland.jpg|64px]]&lt;br /&gt;
|''A large island near the shore.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Fjord&lt;br /&gt;
[[File:Fjord.png|64px]]&lt;br /&gt;
|''A long, narrow sea inlet surrounded by steep terrain.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Peninsula&lt;br /&gt;
[[File:Peninsula.png|64px]]&lt;br /&gt;
|''An outcropping of land surrounded by ocean.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Iceberg&lt;br /&gt;
[[File:Iceberg.png|64px]]&lt;br /&gt;
|''A floating mass of ice, detached from the larger ice sheet.''&lt;br /&gt;
----&lt;br /&gt;
* Average temperature always below freezing. &lt;br /&gt;
* No geysers, even when there is coastal land on the map.&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Dry lake&lt;br /&gt;
[[File:Dry Lake.png|64px]]&lt;br /&gt;
|''The remains of a former lake.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Hot springs&lt;br /&gt;
[[File:Hot Springs.png|64px]]&lt;br /&gt;
|''A hot water spring, heated by geothermal activity.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| occasional: [[#Valley|valley]], [[#Cavern|cavern]], [[#Chasm|chasm]], [[#Terraforming scar|terraforming scar]]&lt;br /&gt;
rare: [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Lake&lt;br /&gt;
[[File:Lake.png|64px]]&lt;br /&gt;
|''A large body of fresh water.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Lake with island&lt;br /&gt;
[[File:Lake with island in temperate forest.jpg|64px]]&lt;br /&gt;
|''A large body of fresh water encircles one or more islands.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Oasis&lt;br /&gt;
[[File:Oasis in extreme desert.jpg|64px]]&lt;br /&gt;
|''A lush spring featuring abundant plant life and water.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Pond&lt;br /&gt;
[[File:Pond.png|64px]]&lt;br /&gt;
|''A small body of fresh water.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Toxic lake&lt;br /&gt;
[[File:Toxic Lake.png|64px]]&lt;br /&gt;
|''A body of water that has been poisoned by chemicals leaching out of the ground. The water will cause toxic buildup.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Wetland&lt;br /&gt;
[[File:Wetland in tropical rainforest.jpg|64px]]&lt;br /&gt;
|''Large interconnected waterways dominate the area.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Ancient chemfuel refinery&lt;br /&gt;
[[File:Ancient chemfuel refinery in tundra.png|64px]]&lt;br /&gt;
|''An abandoned industrial installation containing large quantities of chemfuel. It may also contain dangerous security systems.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Ancient garrison&lt;br /&gt;
[[File:Ancient garrison in temperate forest (no fog).jpg|64px]]&lt;br /&gt;
|''A long-abandoned military structure. It may still contain valuable items, as well as active security systems. Use caution while exploring these ruins.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Ancient launch site&lt;br /&gt;
[[File:Ancient launch site in boreal forest (no fog).jpg|64px]]&lt;br /&gt;
|''An abandoned collection of launch pads used to deliver supplies to orbital platforms. It contains working transport pods.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Ancient warehouse&lt;br /&gt;
[[File:Ancient warehouse in desert (no fog).jpg|64px]]&lt;br /&gt;
|''An abandoned warehouse. It still contains valuables. It may also contain dangerous security systems.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Ancient heat vent&lt;br /&gt;
[[File:Ancient heat vent in desert.jpg|64px]]&lt;br /&gt;
|''Ancient ducts will regularly vent heat from an underground megastructure, dramatically raising the temperature of the surrounding area.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Ancient smoke vent&lt;br /&gt;
[[File:Ancient smoke vent in boreal forest.jpg|64px]]&lt;br /&gt;
|''This area has a number of massive exhaust vents. An ancient mechanism buried deep beneath the earth will occasionally vent large amounts of smoke, blocking out the sun for days at a time.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Ancient toxic vent&lt;br /&gt;
[[File:Ancient toxic vent in desert.jpg|64px]]&lt;br /&gt;
|''Massive toxic vents will regularly spew toxic fallout into the air. The vents connect to an ancient substructure buried deep beneath the earth.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Ancient quarry&lt;br /&gt;
[[File:Ancient quarry in tundra.jpg|64px]]&lt;br /&gt;
|''This area was once mined for its natural resources, and the remains of the ancient quarry are still here.''&lt;br /&gt;
----&lt;br /&gt;
* always has the ore-rich additional feature as a landmark, but not as a secondary feature&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| always: [[#Cavern|cavern]]&lt;br /&gt;
rare: [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Harbor&lt;br /&gt;
[[File:Harbor.png|64px]]&lt;br /&gt;
|''An abandoned coastal settlement.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| always: [[#Bay|bay]]&lt;br /&gt;
|-&lt;br /&gt;
! Ruins&lt;br /&gt;
[[File:Ruins in grassland (no fog).jpg|64px]]&lt;br /&gt;
|''The remains of an ancient settlement. These ruins may contain a wide variety of possible threats.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Frozen ruins&lt;br /&gt;
[[File:Frozen Ruins.png|64px]]&lt;br /&gt;
|''The ruins of an ancient settlement, now encased in solid ice. These ruins may contain untold dangers.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Abandoned colony&lt;br /&gt;
[[File:Abondoned colony in tropical swamp.png|64px]]&lt;br /&gt;
|''A recently abandoned colony.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| occasional: [[#Bay|bay]], [[#Valley|valley]], [[#Cavern|cavern]], [[#Chasm|chasm]]&lt;br /&gt;
rare: [[#Plateau|plateau]], [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Infested settlement&lt;br /&gt;
[[File:Infested settlement in arid shrubland.png|64px]]&lt;br /&gt;
|''A once-prosperous settlement that was destroyed by an insect infestation. It may still contain valuable resources.''&lt;br /&gt;
----&lt;br /&gt;
* contains dormant insect hives guarded by insects.&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Biome compatibility ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_09 }}&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Temperate Forest&amp;quot;&amp;gt;TF&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Temperate Swamp&amp;quot;&amp;gt;TS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tropical Rainforest&amp;quot;&amp;gt;TrR&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tropical Swamp&amp;quot;&amp;gt;TrS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Arid Shrubland&amp;quot;&amp;gt;AS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Desert&amp;quot;&amp;gt;D&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Extreme Desert&amp;quot;&amp;gt;ED&amp;lt;/abbr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Boreal Forest&amp;quot;&amp;gt;BF&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Cold Bog&amp;quot;&amp;gt;CB&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tundra&amp;quot;&amp;gt;T&amp;lt;/abbr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Ice Sheet&amp;quot;&amp;gt;ISh&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Sea Ice&amp;quot;&amp;gt;SI&amp;lt;/abbr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Glacial plain&amp;quot;&amp;gt;GP&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Glowforest&amp;quot;&amp;gt;Gl&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Grassland&amp;quot;&amp;gt;Gr&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Lava field&amp;quot;&amp;gt;L&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Scarlands&amp;quot;&amp;gt;S&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Basin&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Cavern&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Chasm&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Cliffs&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Crevasse&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Dunes&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Hollow&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Dunes&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Lava flow&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Lava lake&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Plateau&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Terraforming scar&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Valley&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Archipelago&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Bay&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Coastal atoll&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Coastal island&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Fjord&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Peninsula&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Iceberg&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Dry lake&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Hot springs&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Lake&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Lake with island&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Oasis&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Pond&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Toxic lake&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Wetland&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient chemfuel refinery&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient garrison&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient launch site&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient warehouse&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient heat vent&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient smoke vent&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient toxic vent&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient quarry&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Harbor&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Ruins&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Frozen ruins&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Abandoned colony&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Infested settlement&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Geographic features ===&lt;br /&gt;
==== Basin ====&lt;br /&gt;
[[File:Basin in temperate forest.jpg|thumb|Basin feature]]&lt;br /&gt;
''A natural depression in a mountain range, in which groundwater feeds a small lake.''&lt;br /&gt;
&lt;br /&gt;
Basins are found exclusively on mountainous terrain, in the [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[boreal forest]], [[cold bog]], [[tundra]], [[glacial plain]], [[glowforest]], [[grassland]], [[lava field]] and [[scarlands]] biomes. They are occasionally combined with the wetland or ancient quarry features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Basin, Alpine Lake&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
[[File:Cavern in desert.jpg|thumb|Cavern feature in a desert biome]]&lt;br /&gt;
''A network of caves formed by various geological processes.''&lt;br /&gt;
&lt;br /&gt;
Caverns are found exclusively on mountainous terrain. They are occasionally combined with the bay, pond, lake, lake with island or wetland features. They can also appear on a hot springs or an abandoned colony landmark, and are always present on an ancient quarry landmark.&lt;br /&gt;
&lt;br /&gt;
Siege raids will not happen on a cavern tile.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Cavern, Tunnel, Cave Network, Caverns, &amp;lt;person&amp;gt;'s Caves&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chasm ====&lt;br /&gt;
[[File:Chasm in desert.jpg|thumb|Chasm feature in a desert biome]]&lt;br /&gt;
''Geological movement has caused deep fissures in this mountain.''&lt;br /&gt;
&lt;br /&gt;
Chasms are found exclusively on mountainous terrain. They are occasionally combined with the bay, pond, lake, lake with island or wetland features and can also appear on a hot spring or abandoned colony landmark.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Chasm, Sinkhole, Fracture&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cliffs ====&lt;br /&gt;
[[File:Cliffs.png|thumb|Cliffs feature]]&lt;br /&gt;
''Steep cliffs surround three sides of this area.''&lt;br /&gt;
&lt;br /&gt;
Cliffs are found exclusively on mountainous terrain, in the [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[arid shrubland]], [[desert]], [[extreme desert]], [[boreal forest]], [[cold bog]], [[tundra]], [[ice sheet]], [[glowforest]], [[grassland]] and [[lava field]] biomes. They are occasionally combined with the pond, lake, lake with island or wetland features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Cliffs, Rampart, Wall, &amp;lt;person&amp;gt;'s End&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Crevasse ====&lt;br /&gt;
[[File:Crevasse.png|thumb|Crevasse feature]]&lt;br /&gt;
''A massive rift created by glacial movement.''&lt;br /&gt;
&lt;br /&gt;
Crevasses are found exclusively on flat terrain, in the [[glacial plain]] biome. They are not combined with other landmark features. The only type of caves found in crevasses is ice caves.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Crevasse, Break, Fissure&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dunes ====&lt;br /&gt;
[[File:Dunes.png|thumb|Dunes feature]]&lt;br /&gt;
''A barren expanse of sand. This area is extremely inhospitable.''&lt;br /&gt;
&lt;br /&gt;
Dunes are found exclusively on flat terrain, in the [[extreme desert]] biome. They do not combine with other landmark features. &lt;br /&gt;
&lt;br /&gt;
Dunes are the extreme version of extreme desert. The ground is made of sand and soft sand, with no soil for farming and no plants. There are no geysers and nothing to mine, although there are stone chunks on the ground.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Dunes, Wastes&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hollow ====&lt;br /&gt;
[[File:Hollow in desert.jpg|thumb|Hollow feature in a desert biome]]&lt;br /&gt;
''A small open area surrounded by cliffs.''&lt;br /&gt;
&lt;br /&gt;
Hollows are found exclusively on mountainous terrain. They are occasionally combined with the wetland, pond or oasis features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Hollow, &amp;lt;person&amp;gt;'s Hideout&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ice dunes ====&lt;br /&gt;
[[File:Ice Dunes.png|thumb|Ice dunes feature]]&lt;br /&gt;
''Massive rolling hills made from compacted windswept snow.''&lt;br /&gt;
&lt;br /&gt;
Ice dunes are found exclusively on flat terrain, in the [[ice sheet]] and [[sea ice]] biomes. They do not combine with other landmark features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Ice Dunes, Ice Mounds, Frozen Hills&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lava flow ====&lt;br /&gt;
[[File:Lava Flow.png|thumb|Lava flow feature]]&lt;br /&gt;
''The surrounding landscape routinely funnels large amounts of lava into this area, making it extremely inhospitable.''&lt;br /&gt;
&lt;br /&gt;
Lava flows are found on small hills terrain, in the [[lava field]] biome. They do not combine with other landmark features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Volcanic Flow, Lava Flow, &amp;lt;person&amp;gt;'s Hellscape, &amp;lt;person&amp;gt;'s Inferno&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lava lake ====&lt;br /&gt;
[[File:Lava Lake.png|thumb|Lava lake feature]]&lt;br /&gt;
''A lake of deep lava terrain surrounded by volcanic rock.''&lt;br /&gt;
&lt;br /&gt;
Lava lakes are found in the [[lava field]] biome. They do not combine with other landmark features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Crater, Furnace, Inferno, Lava Pool&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Plateau ====&lt;br /&gt;
[[File:Plateau.png|thumb|Plateau feature]]&lt;br /&gt;
''A small rise with sharp cliffs and a flat top.''&lt;br /&gt;
&lt;br /&gt;
Plateaus are found on mountainous terrain, in the [[arid shrubland]], [[desert]], [[tundra]], [[grassland]] and [[glowforest]] biomes. They occasionally combine with the wetland or pond features and can also appear on an abandoned colony landmark.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Plateau, Mesa, Mountain, Rise, Butte&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Terraforming scar ====&lt;br /&gt;
[[File:Terraforming Scar.png|thumb|Terraforming scar feature]]&lt;br /&gt;
''A misaligned blast from an ancient terraforming device has warped the earth into serpentine spirals. The area has since recovered, though the twisted and deformed hills remain.''&lt;br /&gt;
&lt;br /&gt;
Terraforming scars are found on large hills terrain, in the [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[arid shrubland]], [[desert]], [[extreme desert]], [[boreal forest]], [[cold bog]], [[tundra]], [[glowforest]], [[grassland]], [[lava field]] and [[scarlands]] biomes. They occasionally combine with the pond feature and can appear on a hot spring landmark. In addition, due to the formation. Terraforming Scars tend to revel more ore veins than regular mountain generation.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Scar, Rift, Sundering, Wound, Fault, Howl, &amp;lt;person&amp;gt;'s Mistake, &amp;lt;person&amp;gt;'s Folly, &amp;lt;person&amp;gt;'s Delusion, &amp;lt;person&amp;gt;'s Flaw&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Valley ====&lt;br /&gt;
[[File:Valley in desert.jpg|thumb|Valley feature in a desert biome]]&lt;br /&gt;
''A steep valley carved through a mountain.''&lt;br /&gt;
&lt;br /&gt;
Valleys are found on mountainous terrain. They occasionally combine with the pond, lake, lake with island, bay or wetland features and can appear on hot springs or abandoned colony landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Valley, Gully, Canyon, Vale, Ravine, Gorge, Gulch, Divide&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coastal features ===&lt;br /&gt;
Coastal features only appear on the shore of oceans, inner seas and lakes. Unlike other coastal tiles, landmarks with these features don't have the coast or lakeshore additional features.&lt;br /&gt;
&lt;br /&gt;
In general coastal features do not combine with other landmark features, with the exception of bays.&lt;br /&gt;
&lt;br /&gt;
==== Archipelago ====&lt;br /&gt;
[[File:Archipelago.png|thumb|Archipelago feature]]&lt;br /&gt;
''A network of several small islands dotting the coast.''&lt;br /&gt;
&lt;br /&gt;
Archipelagos are found in all biomes except sea ice and ice sheet.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Islands, Isles, Archipelago, Reef, Rocks, Islets, Points, Chain, Isle&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bay ====&lt;br /&gt;
[[File:Bay.png|thumb|Bay feature]]&lt;br /&gt;
''A large indentation in the coastline that provides shelter from strong coastal winds.''&lt;br /&gt;
&lt;br /&gt;
Bays are found in all biomes except sea ice and ice sheet. They are always present on harbor landmarks and can occasionally appear as a secondary landmark feature on valley, cavern, chasm and abandoned colony landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Bay, Bight, Gulf, Anchorage, Cove&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal atoll ====&lt;br /&gt;
[[File:Coastal Atoll.png|thumb|Coastal atoll feature]]&lt;br /&gt;
''An island surrounding a large lagoon. There's very little land to build on here.''&lt;br /&gt;
&lt;br /&gt;
Coastal atolls are found on flat or small hills terrain in [[temperate forest]], [[tropical rainforest]], [[arid shrubland]], [[desert]] and [[grassland]] biomes.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Atoll, Circle&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal island ====&lt;br /&gt;
[[File:Coastal island in arid shrubland.jpg|thumb|Coastal island feature in an arid shrubland biome]]&lt;br /&gt;
''A large island near the shore.''&lt;br /&gt;
&lt;br /&gt;
Coastal islands are found in all biomes except sea ice and ice sheet.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Island, Isle, Islet&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fjord ====&lt;br /&gt;
[[File:Fjord.png|thumb|Fjord feature]]&lt;br /&gt;
''A long, narrow sea inlet surrounded by steep terrain.''&lt;br /&gt;
&lt;br /&gt;
Fjords are found on mountainous terrain in all biomes except sea ice and ice sheet.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Fjord, Inlet, Sound&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Peninsula ====&lt;br /&gt;
[[File:Peninsula.png|thumb|Peninsula feature]]&lt;br /&gt;
''An outcropping of land surrounded by ocean.''&lt;br /&gt;
&lt;br /&gt;
Peninsulas are found in all biomes except sea ice and ice sheet.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Peninsula, Point, Cape, Headland, Horn&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Iceberg ====&lt;br /&gt;
[[File:Iceberg.png|thumb|Iceberg feature]]&lt;br /&gt;
''A floating mass of ice, detached from the larger ice sheet.''&lt;br /&gt;
&lt;br /&gt;
Icebergs are found in the [[boreal forest]], [[cold bog]], [[tundra]], [[ice sheet]] and [[sea ice]] biomes.&lt;br /&gt;
&lt;br /&gt;
The average temperature is always below freezing. There are no geysers, even when there is coastal land on the map in addition to the iceberg.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Iceberg, Berg&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inland water features ===&lt;br /&gt;
==== Dry lake ====&lt;br /&gt;
[[File:Dry Lake.png|thumb|Dry lake feature]]&lt;br /&gt;
''The remains of a former lake.''&lt;br /&gt;
&lt;br /&gt;
Dry lakes can be found in the [[arid shrubland]], [[desert]], [[extreme desert]], [[tundra]] and [[grassland]] biomes. They do not combine with other landmark features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Dry Lake, Sand Lake, Salt Flat, Barren Lake, Sand Pit&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hot springs ====&lt;br /&gt;
[[File:Hot Springs.png|thumb|Hot springs feature]]&lt;br /&gt;
''A hot water spring, heated by geothermal activity.''&lt;br /&gt;
&lt;br /&gt;
Hot springs can be found on mountainous terrain in the [[temperate forest]], [[boreal forest]], [[tundra]], [[glacial plain]] and [[lava field]] biomes. They can occasionally be combined with the valley, cavern, chasm or terraforming scar features, more rarely with the wetland feature. They can also rarely appear as a secondary landmark feature on ruins, ancient quarry, abandoned colony and ancient structures landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Hot Spring, Hot Springs, Spring, Springs, &amp;lt;person&amp;gt;'s Bath&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lake ====&lt;br /&gt;
[[File:Lake.png|thumb|Lake feature]]&lt;br /&gt;
''A large body of fresh water.''&lt;br /&gt;
&lt;br /&gt;
Lakes can be found in the [[temperate forest]], [[tropical rainforest]], [[boreal forest]], [[tundra]], [[glacial plain]], [[glowforest]] and [[grassland]] biomes. They can rarely be combined with the wetland feature. They can also rarely appear as a secondary landmark feature on valley, cavern, chasm, cliffs, ruins and abandoned colony landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Lake, Reservoir, Loch&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lake with island ====&lt;br /&gt;
[[File:Lake with island in temperate forest.jpg|thumb|Lake with island feature in a temperate forest biome]]&lt;br /&gt;
''A large body of fresh water encircles one or more islands.''&lt;br /&gt;
&lt;br /&gt;
Lakes with islands are a variation of the lake feature which spawns in the same conditions.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Lake, Reservoir, Loch&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oasis ====&lt;br /&gt;
[[File:Oasis in extreme desert.jpg|thumb|Oasis feature in an extreme desert biome]]&lt;br /&gt;
''A lush spring featuring abundant plant life and water.''&lt;br /&gt;
&lt;br /&gt;
Oases can be found in the [[desert]] and [[extreme desert]] biomes. They occasionally appear as a secondary landmark feature on hollow landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Oasis, Haven, Refuge&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pond ====&lt;br /&gt;
[[File:Pond.png|thumb|Pond feature]]&lt;br /&gt;
''A small body of fresh water.''&lt;br /&gt;
&lt;br /&gt;
Ponds can be found in the [[temperate forest]], [[tropical rainforest]], [[arid shrubland]], [[boreal forest]], [[tundra]], [[glacial plain]], [[glowforest]] and [[grassland]] biomes. They can rarely be combined with the wetland feature. They can also rarely appear as a secondary landmark feature on valley, cavern, chasm, cliffs, plateau, hollow, terraforming scar, ruins and abandoned colony landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Pond, Puddle, Pool, Waterhole&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Toxic lake ====&lt;br /&gt;
[[File:Toxic Lake.png|thumb|Toxic lake feature]]&lt;br /&gt;
''A body of water that has been poisoned by chemicals leaching out of the ground. The water will cause toxic buildup.''&lt;br /&gt;
&lt;br /&gt;
Toxic lakes can be found in the [[glowforest]] and [[scarlands]] biomes. They do not combine with other landmark features.&lt;br /&gt;
&lt;br /&gt;
They always have the decreased animal life and increased pollution{{BiotechIcon}} features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Toxic Lake, Poison Lake, &amp;lt;person&amp;gt;'s Poison, &amp;lt;person&amp;gt;'s Blight, &amp;lt;person&amp;gt;'s Dumping Ground&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wetland ====&lt;br /&gt;
[[File:Wetland in tropical rainforest.jpg|thumb|Wetland feature in a tropical rainforest biome]]&lt;br /&gt;
''Large interconnected waterways dominate the area.''&lt;br /&gt;
&lt;br /&gt;
Wetlands can be found in the [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[boreal forest]], [[cold bog]], [[tundra]] and [[glowforest]] biomes. They can rarely appear as a secondary landmark feature on valley, cavern, chasm, cliffs, plateau, hollow, basin, hot springs, lake, lake with island and pond landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Wetlands, Marsh, Quagmire, Bog, Fen&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Man-made structures ===&lt;br /&gt;
==== Ancient chemfuel refinery ====&lt;br /&gt;
[[File:Ancient chemfuel refinery in tundra.png|thumb|Ancient chemfuel refinery feature in a tundra biome]]&lt;br /&gt;
''An abandoned industrial installation containing large quantities of chemfuel. It may also contain dangerous security systems.''&lt;br /&gt;
&lt;br /&gt;
Ancient chemfuel refineries can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Refinery, Plant, Chemplant&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient garrison ====&lt;br /&gt;
[[File:Ancient garrison in temperate forest (no fog).jpg|thumb|Ancient garrison feature in a temperate forest biome]]&lt;br /&gt;
''A long-abandoned military structure. It may still contain valuable items, as well as active security systems. Use caution while exploring these ruins.''&lt;br /&gt;
&lt;br /&gt;
Ancient garrisons can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Garrison, Armory, Station, Base, Fort, Stronghold, Military Base&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient launch site ====&lt;br /&gt;
[[File:Ancient launch site in boreal forest (no fog).jpg|thumb|Ancient launch site feature in a boreal forest biome]]&lt;br /&gt;
''An abandoned collection of launch pads used to deliver supplies to orbital platforms. It contains working transport pods.''&lt;br /&gt;
&lt;br /&gt;
Ancient launch sites can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Launch Site, Launch Pads&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient warehouse ====&lt;br /&gt;
[[File:Ancient warehouse in desert (no fog).jpg|thumb|Ancient warehouse feature in a desert biome]]&lt;br /&gt;
''An abandoned warehouse. It still contains valuables. It may also contain dangerous security systems.''&lt;br /&gt;
&lt;br /&gt;
Ancient warehouses can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Warehouse, Depot, Storehouse&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient heat vent ====&lt;br /&gt;
[[File:Ancient heat vent in desert.jpg|thumb|Ancient heat vent feature in a desert biome]]&lt;br /&gt;
''Ancient ducts will regularly vent heat from an underground megastructure, dramatically raising the temperature of the surrounding area.''&lt;br /&gt;
&lt;br /&gt;
This feature causes [[ancient heat vent]] buildings to spawn on the map.&lt;br /&gt;
&lt;br /&gt;
Ancient heat vents can be found in the [[arid shrubland]], [[desert]] and [[extreme desert]] biomes. They have a low chance to appear as a secondary landmark feature on the ruins, ancient quarry, abandoned colony, ancient chemfuel refinery, ancient garrison, ancient launch site, ancient warehouse and infested settlement landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Heat Vents, Thermal Vents, Infernal Vents, Hell Holes, Heat Ducts&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient smoke vent ====&lt;br /&gt;
[[File:Ancient smoke vent in boreal forest.jpg|thumb|Ancient smoke vent feature in a boreal forest biome]]&lt;br /&gt;
''This area has a number of massive exhaust vents. An ancient mechanism buried deep beneath the earth will occasionally vent large amounts of smoke, blocking out the sun for days at a time.''&lt;br /&gt;
&lt;br /&gt;
This feature causes [[ancient smoke vent]] buildings to spawn on the map.&lt;br /&gt;
&lt;br /&gt;
Ancient smoke vents can be found in the [[arid shrubland]], [[desert]], [[extreme desert]], [[boreal forest]], [[temperate forest]], [[tropical rainforest]], [[grassland]] and [[scarlands]] biomes.  They have a low chance to appear as a secondary landmark feature on the ruins, ancient quarry, abandoned colony, ancient chemfuel refinery, ancient garrison, ancient launch site, ancient warehouse and infested settlement landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Exhaust Duct, Vents, Fumaroles, Chimneys, Smokestacks&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient toxic vent ====&lt;br /&gt;
[[File:Ancient toxic vent in desert.jpg|thumb|Ancient toxic vent feature in a desert biome]]&lt;br /&gt;
''Massive toxic vents will regularly spew toxic fallout into the air. The vents connect to an ancient substructure buried deep beneath the earth.''&lt;br /&gt;
&lt;br /&gt;
This feature causes [[ancient toxic vent]] buildings to spawn on the map.&lt;br /&gt;
&lt;br /&gt;
Ancient toxic vents can be found in the [[arid shrubland]], [[desert]], [[extreme desert]], [[boreal forest]], [[temperate forest]], [[tropical rainforest]], [[grassland]] and [[scarlands]] biomes.  They have a low chance to appear as a secondary landmark feature on the ruins, ancient quarry, abandoned colony, ancient chemfuel refinery, ancient garrison, ancient launch site, ancient warehouse and infested settlement landmarks.&lt;br /&gt;
&lt;br /&gt;
With the Biotech DLC, ancient toxic vents landmarks always come with the increased pollution{{BiotechIcon}} feature. This is not the case when they appear as a secondary feature on another landmark.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Tox Vents, Poison Vents, Noxious Vents, Toxic Ducts, Fume Vents&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient quarry ====&lt;br /&gt;
[[File:Ancient quarry in tundra.jpg|thumb|Ancient quarry feature in a tundra biome]]&lt;br /&gt;
''This area was once mined for its natural resources, and the remains of the ancient quarry are still here.''&lt;br /&gt;
&lt;br /&gt;
Ancient quarries are found on mountainous terrain on any biome. &lt;br /&gt;
&lt;br /&gt;
As a landmark, they are always twinned with the cavern feature, and have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features. They always have the ore-rich additional feature.&lt;br /&gt;
&lt;br /&gt;
Ancient quarries can spawn as a secondary feature on a valley, chasm, or basin landmark. In this case there is no cavern, and the chance to be ore-rich is low and defined by the landmark.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Quarry, Mines, Rock Pits, Excavation Site&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harbor ====&lt;br /&gt;
[[File:Harbor.png|thumb|Harbor feature]]&lt;br /&gt;
''An abandoned coastal settlement.''&lt;br /&gt;
&lt;br /&gt;
Harbors can be found on all biomes except sea ice, ice sheet and scarlands. They are always twinned with the bay feature and do not combine with other landmark features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Harbor, Port&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ruins ====&lt;br /&gt;
[[File:Ruins in grassland (no fog).jpg|thumb|Ruins feature in a grassland biome]]&lt;br /&gt;
''The remains of an ancient settlement. These ruins may contain a wide variety of possible threats.''&lt;br /&gt;
&lt;br /&gt;
Ruins can be found in all biomes except sea ice, ice sheet and glacial plain. They have a low chance of being combined with the pond, lake, lake with island, hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Ruins, City, Town, Ruined, Dilapidated; occasionally the name is non-specific and hints at a person's story, e.g. 'Tara's Mistake' or 'Lada's Delight'&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Frozen ruins ====&lt;br /&gt;
[[File:Frozen Ruins.png|thumb|Frozen ruins feature]]&lt;br /&gt;
''The ruins of an ancient settlement, now encased in solid ice. These ruins may contain untold dangers.''&lt;br /&gt;
&lt;br /&gt;
Frozen ruins can only be found in the [[ice sheet]] and [[glacial plain]] biomes. They have a low chance of being combined with the pond, lake, lake with island and hot springs features (on glacial plain only, since those features are not available on ice sheet).&lt;br /&gt;
&lt;br /&gt;
Landmark names: Frozen Ruins, Ice City, City, Ruined, Frozen&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abandoned colony ====&lt;br /&gt;
[[File:Abondoned colony in tropical swamp.png|thumb|Abandoned colony feature in a tropical swamp biome]]&lt;br /&gt;
''A recently abandoned colony.''&lt;br /&gt;
&lt;br /&gt;
Abandoned colonies can be found on all biomes except sea ice, ice sheet and scarlands. They are occasionally combined with the bay, valley, cavern or chasm features, and more rarely with the plateau, pond, lake, lake with island, hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Village, Camp (tribal); Town, Outpost, Ghost Town, &amp;lt;person&amp;gt;'s Curse (outlander)&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infested settlement ====&lt;br /&gt;
[[File:Infested settlement in arid shrubland.png|thumb|Infested settlement feature in an arid shrubland biome]]&lt;br /&gt;
''A once-prosperous settlement that was destroyed by an insect infestation. It may still contain valuable resources.''&lt;br /&gt;
&lt;br /&gt;
Infested settlements can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Infested settlements contain dormant insect hives guarded by insects.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Fallen &amp;lt;town&amp;gt;, Infested &amp;lt;town&amp;gt;, &amp;lt;town&amp;gt; Hive; can also be a normal outlander settlement name&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional features ==&lt;br /&gt;
Those features do not define landmarks but can be present on landmarks in addition to the landmark feature. Some of those features can also exist on normal tiles but they will not be found with the Search tool, only by checking tiles individually.&lt;br /&gt;
&lt;br /&gt;
=== Terrain features ===&lt;br /&gt;
Mountain, caves, coast and river are the only features generated in the base game. They have multiple variants in Odyssey.&lt;br /&gt;
&lt;br /&gt;
==== Mountain {{RimworldIcon}} ====&lt;br /&gt;
[[File:Mountain in temperate forest.jpg|thumb|Mountain feature in temperate forest]]&lt;br /&gt;
''A mountain fills one side of this tile.''&lt;br /&gt;
&lt;br /&gt;
Mountains spawn on mountainous and impassable terrain.&lt;br /&gt;
&lt;br /&gt;
Variants: All mountain variants are landmark-defining features: valley, cavern, chasm, crevasse, plateau, ice dunes, cliffs, hollow, basin, terraforming scar, ancient quarry.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Caves {{RimworldIcon}} ====&lt;br /&gt;
[[File:Caves in temperate forest large hills.jpg|thumb|Caves feature in temperate forest with large hills]]&lt;br /&gt;
''Small cave networks can be found within the rocks.''&lt;br /&gt;
&lt;br /&gt;
The caves feature only appears on mountainous terrain and large hills, with a 50% chance for mountainous terrain and 25% for large hills. Plateaus have a 40% chance of spawning with caves.&lt;br /&gt;
&lt;br /&gt;
Caves have a chance of spawning with dormant [[hive|hives]] guarded by insects. The amount of caves on the map affects the number of hives: More caves means more hives. Any caves unconnected to the outside are hidden until the player opens a passage, so it's possible to discover dormant hives later in the game.&lt;br /&gt;
&lt;br /&gt;
Hive spawning can be prevented by disabling the generation of natural hives in Custom settings in the Storyteller screen. Alternatively, removing the Insect geneline faction in the Create world screen will dispose of all insect-related content.&lt;br /&gt;
&lt;br /&gt;
Variants: Cave pools, lava caves, ice caves. Those variants don't spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coast {{RimworldIcon}} ====&lt;br /&gt;
[[File:Coast in tropical forest.jpg|thumb|Coast in tropical forest]]&lt;br /&gt;
''This tile borders the coast.''&lt;br /&gt;
&lt;br /&gt;
All tiles bordering a sea or an ocean have either the coast feature or one of the coastal landmark features.&lt;br /&gt;
&lt;br /&gt;
Coastal maps have ocean water where coastal animals might occasionally spawn, depending on biome compatibility. No plants grow in the water, unlike in lakeshore maps.&lt;br /&gt;
&lt;br /&gt;
Variant: Lakeshore&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== River {{RimworldIcon}} ====&lt;br /&gt;
[[File:Creek in temperate forest large hills.jpg|thumb|River feature: creek winding through large hills]]&lt;br /&gt;
''A stream of fresh water flows through here.''&lt;br /&gt;
&lt;br /&gt;
Rivers are labelled according to size: huge river, large river, river, and creek.&lt;br /&gt;
&lt;br /&gt;
Variants: Headwater, river confluence, river island, delta&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cave pools ====&lt;br /&gt;
[[File:Cave pools in temperate forest valley.jpg|thumb|Cave pools feature in temperate forest valley]]&lt;br /&gt;
''Small bodies of water can be found within caves in this area.''&lt;br /&gt;
&lt;br /&gt;
This feature creates caves with small deep pools, most of them containing fish.&lt;br /&gt;
&lt;br /&gt;
Cave pools don't spawn on non-landmark tiles. They have a 15% chance to spawn on the following landmarks: valley, chasm, plateau, cliff, hollow, basin.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lava caves ====&lt;br /&gt;
[[File:Lava caves in desert valley.jpg|thumb|Lava caves feature in desert valley]]&lt;br /&gt;
''Small lava-filled cave networks can be found here.''&lt;br /&gt;
&lt;br /&gt;
This feature generates caves containing small pools of deep lava.&lt;br /&gt;
&lt;br /&gt;
Lava caves don't spawn on non-landmark tiles. They have a 10% chance to spawn on the following landmarks: valley, plateau.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ice caves ====&lt;br /&gt;
[[File:Ice caves.jpg|thumb|Ice caves feature]]&lt;br /&gt;
''Small cave networks can be found within the ice.''&lt;br /&gt;
&lt;br /&gt;
Ice caves don't spawn on non-landmark tiles. They only spawn on crevasse landmarks, with a 50% chance.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lakeshore ====&lt;br /&gt;
[[File:Lakeshore in temperate forest.jpg|thumb|Lakeshore in temperate forest]]&lt;br /&gt;
''This tile borders a lake.''&lt;br /&gt;
&lt;br /&gt;
The lakeshore feature is found on all tiles bordering a lake on the world map. In this context a lake is a small body of water of 15 tiles or less, not the lake feature.&lt;br /&gt;
&lt;br /&gt;
Unlike coastal maps where the water is ocean water, lakeshore maps have fresh water, allowing aquatic plants such as [[reeds]] to grow in suitable biomes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Headwater ====&lt;br /&gt;
[[File:Headwater in desert.jpg|thumb|Headwater in desert]]&lt;br /&gt;
''A river's origin point.''&lt;br /&gt;
&lt;br /&gt;
The headwater feature only spawns at the start of a river. Not all rivers have a headwater, some have a lake as their source.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== River confluence ====&lt;br /&gt;
[[File:River confluence in arid shrubland.jpg|thumb|River confluence in arid shrubland]]&lt;br /&gt;
''A merging of two rivers.''&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== River island ====&lt;br /&gt;
[[File:River island on huge river in temperate forest.jpg|thumb|River island feature]]&lt;br /&gt;
''A river splitting into two and then merging again.''&lt;br /&gt;
&lt;br /&gt;
The river island feature can be found on rivers of all sizes, from huge rivers to creeks.&lt;br /&gt;
&lt;br /&gt;
It has a 5% chance of appearing on a river tile that doesn't already have one of the other river features, i.e. headwater, river confluence, or delta.&lt;br /&gt;
&lt;br /&gt;
Tiles with the river island feature cannot be identified visually on the world map as they have no specific marking and look exactly like standard river tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Delta ====&lt;br /&gt;
[[File:Delta of huge river in boreal forest.jpg|thumb|Delta feature in boreal forest]]&lt;br /&gt;
''A river splitting into many branches as it enters the ocean.''&lt;br /&gt;
&lt;br /&gt;
Deltas occasionally spawn where rivers meet the sea. Not all rivers end in a delta.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Biological features ===&lt;br /&gt;
==== Decreased fish ====&lt;br /&gt;
''This area has fewer fish than normal.''&lt;br /&gt;
&lt;br /&gt;
This feature reduces the amount of fish to 35% of its normal quantity. It can occur in all biomes except [[scarlands]].&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on lakes, pond, wetland, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, iceberg, basin, and harbor.&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&lt;br /&gt;
==== Increased fish ====&lt;br /&gt;
''This area has more fish than normal.''&lt;br /&gt;
&lt;br /&gt;
This feature multiplies the amount of fish by 150%. It spawns on tiles with less than 25% pollution and can occur in all biomes except [[scarlands]], [[desert]] and [[extreme desert]].&lt;br /&gt;
&lt;br /&gt;
It has a 5% chance of spawning on lakes, pond, wetland, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, iceberg, basin, and harbor.&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&lt;br /&gt;
==== Decreased animal life ====&lt;br /&gt;
''Animals are less abundant here than normal.''&lt;br /&gt;
&lt;br /&gt;
This feature reduces by half the number of animals spawned on the tile.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 100% on toxic lake&lt;br /&gt;
* 50% on lava flow, ancient toxic vent, ancient heat vent&lt;br /&gt;
* 15% on dry lake, cavern, chasm, crevasse, ice dunes, lava lake, ruins, frozen ruins, ancient quarry, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 5% on ancient smoke vent&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
==== Increased animal life ====&lt;br /&gt;
''Animals are more abundant here.''&lt;br /&gt;
&lt;br /&gt;
This feature multiplies the animal density by 150%.&lt;br /&gt;
&lt;br /&gt;
It spawns on tiles with less than 25% pollution and an appropriate animal density. Biomes outside the allowed range of animal density are:&lt;br /&gt;
* too sparse: [[sea ice]], [[ice sheet]], [[extreme desert]]&lt;br /&gt;
* too crowded: [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[glowforest]]&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 75% on oasis&lt;br /&gt;
* 5% on lakes, pond, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, plateau, cliffs, hollow, basin, terraforming scar, abandoned colony&lt;br /&gt;
&lt;br /&gt;
It has a 2% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
==== Animal Habitat ====&lt;br /&gt;
[[File:Mastodon habitat in grasslands.png|thumb|Mastodon habitat in a grasslands biome]]&lt;br /&gt;
''A natural habitat for ''&amp;lt;animal&amp;gt;''. They appear in greater numbers here.''&lt;br /&gt;
&lt;br /&gt;
This feature has the effect of multiplying by 10 the likelihood that the target animal will be picked for spawning.&lt;br /&gt;
&lt;br /&gt;
The animal is selected from the list of land animals that spawn within the biome, excluding animals with a low chance of spawning. For example, in the temperate forest excluded animals are: yak, bison, rhinoceros, mink, swan and  all predators. In the case of a mixed biome, only the primary biome is taken into account.&lt;br /&gt;
&lt;br /&gt;
This feature spawns on tiles with less than 25% pollution and a sufficient animal density. [[Sea ice]], [[ice sheet]], and [[extreme desert]] are too sparse to have animal habitats.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 25% on oasis&lt;br /&gt;
* 15% on wetland, hot springs, archipelago, coastal island, bay, valley, plateau, cliffs, basin&lt;br /&gt;
* 5% on lakes, peninsula, fjord, coastal atoll, cavern, chasm, hollow, terraforming scar, abandoned colony&lt;br /&gt;
&lt;br /&gt;
It has a 2% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Insect megahive ====&lt;br /&gt;
[[File:Insect megahive in tropical rainforest.png|thumb|Insect megahive feature in a tropical rainforest biome.]]&lt;br /&gt;
''This area hosts a massive subterranean insect hive.''&lt;br /&gt;
&lt;br /&gt;
Insect megahives only appear when the insectoid faction is present and only on mountainous terrain.&lt;br /&gt;
&lt;br /&gt;
This feature spawns an [[insect lair]] entrance and 1-2 dormant hives with a few insects. Note that this is in addition to any hives naturally spawned in caves.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 2% on valley, cavern, chasm, plateau, cliffs, basin, terraforming scar&lt;br /&gt;
* 1% on toxic lake, hot springs, hollow, lava lake, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Decreased plant life ====&lt;br /&gt;
''Plant life is less abundant here.''&lt;br /&gt;
&lt;br /&gt;
This feature reduces by half the number of plants spawned on the tile.&lt;br /&gt;
&lt;br /&gt;
It only spawns on tiles with sufficient plant density. The following biomes are too sparse: [[tundra]], [[ice sheet]], [[sea ice]], [[arid shrubland]], [[desert]], [[extreme desert]].&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on non-landmark tiles and no particular association with any landmark.&lt;br /&gt;
&lt;br /&gt;
==== Increased plant life ====&lt;br /&gt;
''Plant life is more abundant here.''&lt;br /&gt;
&lt;br /&gt;
This feature multiplies the number of plants by 130%.&lt;br /&gt;
&lt;br /&gt;
It only spawns on tiles with less than 25% pollution. It can occur in all biomes except for [[ice sheet]] and [[sea ice]], where plants can't grow, and [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[glowforest]], and [[grassland]], where plants are already abundant.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 10% on valley&lt;br /&gt;
* 5% on wetland, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, plateau, cliffs, abandoned colony&lt;br /&gt;
* 3% on lakes, pond, hot springs, hollow, basin, terraforming scar&lt;br /&gt;
&lt;br /&gt;
It has a 2% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
==== Grove ====&lt;br /&gt;
[[File:Oak grove in temperate forest.jpg|thumb|Oak tree grove in temperate forest]]&lt;br /&gt;
''This area contains a large number of ''&amp;lt;plant&amp;gt;''.''&lt;br /&gt;
&lt;br /&gt;
A grove is home to a large number of plants of the same species. Only the following species can form groves: [[birch tree]], [[cecropia tree]], [[maple tree]], [[oak tree]], [[pine tree]], [[poplar tree]], [[willow tree]], [[boomshroom]], [[timbershroom]], [[willowgill]].&lt;br /&gt;
&lt;br /&gt;
This feature only spawns on tiles with less than 25% pollution. It can be found in the [[temperate forest]], [[temperate swamp]], [[cold bog]], [[boreal forest]], [[tropical swamp]], [[tropical rainforest]] and [[glowforest]] biomes.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 15% on archipelago, peninsula&lt;br /&gt;
* 10% on bay, valley, plateau, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 5% on lakes, pond, wetland, hot springs, coastal island, fjord, coastal atoll, cliffs, hollow, basin, terraforming scar, ruins, abandoned colony&lt;br /&gt;
&lt;br /&gt;
It has a 2% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild plant ====&lt;br /&gt;
''When warm enough, this area can grow a large number of ''&amp;lt;plant&amp;gt;''.''&lt;br /&gt;
[[File:Wild smokeleaf in temperate forest.png|thumb|Wild smokeleaf feature in a temperate forest biome]]&lt;br /&gt;
&lt;br /&gt;
This feature generates a large number of a crop wild relative. The base crop is chosen among the following: cotton, fibercorn {{IdeologyIcon}}, psychoid, smokeleaf, strawberry, tinctoria.&lt;br /&gt;
&lt;br /&gt;
This feature only spawns on tiles with less than 25% pollution. It is found in the [[boreal forest]], [[cold bog]], [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[glacial plain]], [[grassland]] and [[lava field]] biomes. &lt;br /&gt;
&amp;lt;!-- arid shrubland and tundra are in the whitelist but their plant density is outside the required range !--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 10% on wetland, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, chasm, plateau, hollow, basin, terraforming scar, ruins, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 5% on lakes, pond, hot springs, cliffs&lt;br /&gt;
&lt;br /&gt;
It has a 3% chance to spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild cocoa tree ====&lt;br /&gt;
[[File:Wild cocoa tree in tropical rainforest archipelago.jpg|thumb|Wild cocoa tree feature in tropical rainforest archipelago]]&lt;br /&gt;
''This area can grow a large number of wild cocoa trees.''&lt;br /&gt;
&lt;br /&gt;
This is a variant of the Wild Plant feature that grows wild [[Cocoa tree|cocoa trees]]. It only spawns in the [[tropical rainforest]] and [[tropical swamp]] biomes. &lt;br /&gt;
&lt;br /&gt;
It has a 3% chance to spawn on the following landmarks: lakes, pond, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, chasm, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance to spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Archean trees ====&lt;br /&gt;
[[File:Archean trees in temperate forest valley.jpg|thumb|Archean trees feature in a temperate forest valley]]&lt;br /&gt;
''This area contains ancient archean trees. These trees host a special microbial community in their roots which converts nearby terrain into rich soil. Their delicate root system makes it impossible to replant them.''&lt;br /&gt;
&lt;br /&gt;
This feature generates 10 to 15 [[Archean tree|archean trees]] on the tile.&lt;br /&gt;
&lt;br /&gt;
It spawns on tiles with less than 25% pollution, on the following biomes: [[arid shrubland]], [[boreal forest]], [[cold bog]], [[glacial plain]], [[grassland]], [[lava field]], [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[tundra]].&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance to spawn on lakes, pond, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, chasm, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weather features ===&lt;br /&gt;
==== Foggy ====&lt;br /&gt;
''Fog is common in this area.''&lt;br /&gt;
&lt;br /&gt;
This feature increases the frequency of [[Weather|foggy weather]].&lt;br /&gt;
&lt;br /&gt;
It is found in the following biomes: [[boreal forest]], [[cold bog]], [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[grassland]], [[glowforest]], [[scarlands]].&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 30% on wetland&lt;br /&gt;
* 5% on lakes, pond, toxic lake, hot springs, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
==== Sunny ====&lt;br /&gt;
''Clear weather is much more common here.''&lt;br /&gt;
&lt;br /&gt;
This feature increases the frequency of [[Weather|clear weather]].&lt;br /&gt;
&lt;br /&gt;
It is found in all biomes except [[glowforest]].&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 25% on dry lake&lt;br /&gt;
* 15% on iceberg, ice dunes&lt;br /&gt;
* 10% on lava lake, lava flow&lt;br /&gt;
* 5% on oasis, lakes, pond, toxic lake, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, crevasse, plateau, cliffs, hollow, basin, terraforming scar, dunes, ruins, frozen ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
&lt;br /&gt;
It has a 2% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
==== Wet climate ====&lt;br /&gt;
''Precipitation is much more common here.''&lt;br /&gt;
&lt;br /&gt;
This feature increases the frequency of the following [[weather]] types: rain, rainy thunderstorm, gentle snow, hard snow, blizzard, and foggy rain.&lt;br /&gt;
&lt;br /&gt;
It is found in the following biomes: [[boreal forest]], [[cold bog]], [[ice sheet]], [[sea ice]], [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[glowforest]].&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 25% on peninsula, harbor&lt;br /&gt;
* 20% on wetland&lt;br /&gt;
* 15% on archipelago, coastal island, bay, fjord, coastal atoll, iceberg&lt;br /&gt;
* 10% on lakes, pond&lt;br /&gt;
* 5% on toxic lake, hot springs, valley, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 0% on dry lake (doesn't spawn)&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
==== Windy ====&lt;br /&gt;
''Winds are much stronger in this area.''&lt;br /&gt;
&lt;br /&gt;
This feature increases the frequency of [[Weather|windy weather]].&lt;br /&gt;
&lt;br /&gt;
It is found in the following biomes: [[arid shrubland]], [[desert]], [[extreme desert]], [[ice sheet]], [[sea ice]], [[tundra]], [[grassland]], [[glacial plain]], [[lava field]], [[scarlands]].&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 25% on peninsula&lt;br /&gt;
* 15% on archipelago, coastal island, fjord, coastal atoll, iceberg&lt;br /&gt;
* 5% on lakes, pond, toxic lake, hot springs, plateau, ice dunes, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, dunes, ruins, frozen ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
=== Ground features ===&lt;br /&gt;
==== Dry ground ====&lt;br /&gt;
[[File:Dry ground in boreal forest.jpg|thumb|No marshes in boreal forest with the dry ground feature]]&lt;br /&gt;
''The ground in this area is drier than normal. There are no small ponds or bodies of water.''&lt;br /&gt;
&lt;br /&gt;
This feature prevents the generation of bodies of water on the tile.&lt;br /&gt;
&lt;br /&gt;
It only occurs in the [[scarlands]], [[boreal forest]] and [[tundra]] biomes.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 15% on plateau, cliffs, hollow&lt;br /&gt;
* 5% on cavern, chasm, terraforming scar, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
&amp;lt;!-- crevasse has a 5% chance of dry ground but can only spawn on glacial plain !--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has a 2% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fertile ====&lt;br /&gt;
[[File:Fertile in temperate forest.jpg|thumb|Fertile feature in temperate forest]]&lt;br /&gt;
''This area contains more fertile soil than normal.''&lt;br /&gt;
&lt;br /&gt;
This feature produces more rich soil than usual.&lt;br /&gt;
&lt;br /&gt;
It spawns on tiles with less than 25% pollution, on the following biomes: [[boreal forest]], [[cold bog]], [[glowforest]], [[grassland]], [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]].&lt;br /&gt;
&lt;br /&gt;
It has a 5% chance of spawning on the following landmarks: lakes, pond, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, ruins, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High geothermal activity ====&lt;br /&gt;
[[File:High geothermal activity in lava flow.jpg|thumb|High geothermal activity feature in a lava flow landmark]]&lt;br /&gt;
''Steam geysers are more common in this area.''&lt;br /&gt;
&lt;br /&gt;
This feature doubles the number of geysers on the tile.&lt;br /&gt;
&lt;br /&gt;
It can spawn on all biomes except [[grassland]] and [[glacial plain]].&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 25% on hot springs, lava lake, lava flow&lt;br /&gt;
* 10% on ancient smoke vent, ancient toxic vent, ancient heat vent&lt;br /&gt;
* 3% on cavern, chasm, terraforming scar&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Marshy ====&lt;br /&gt;
[[File:Marshy in grassland.jpg|thumb|Marshy feature in grassland]]&lt;br /&gt;
''Patches of marsh break up this area.''&lt;br /&gt;
&lt;br /&gt;
This feature generates marshes and marshy soil.&lt;br /&gt;
&lt;br /&gt;
It only occurs in the [[grassland]], [[temperate forest]] and [[tundra]] biomes.&lt;br /&gt;
&lt;br /&gt;
It has a 5% chance of spawning on the following landmarks: lakes, pond, toxic lake, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, lava lake, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muddy ====&lt;br /&gt;
[[File:Muddy in tundra.jpg|thumb|Muddy feature in tundra]]&lt;br /&gt;
''This area is muddier than normal.''&lt;br /&gt;
&lt;br /&gt;
This feature produces lots of mud patches.&lt;br /&gt;
&lt;br /&gt;
It is found in the following biomes: [[grassland]], [[temperate forest]], [[tundra]], [[cold bog]], [[temperate swamp]], [[tropical swamp]].&lt;br /&gt;
&lt;br /&gt;
It has a 5% chance of spawning on the following landmarks: lakes, pond, toxic lake, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sandy ====&lt;br /&gt;
[[File:Sandy in tundra.jpg|thumb|Sandy feature in tundra]]&lt;br /&gt;
''Large patches of sand are scattered throughout this area.''&lt;br /&gt;
&lt;br /&gt;
This feature generates patches of sand.&lt;br /&gt;
&lt;br /&gt;
It occurs in the following biomes: [[tropical rainforest]], [[temperate forest]], [[tundra]], [[grassland]], [[lava field]], [[glowforest]], [[scarlands]].&lt;br /&gt;
&lt;br /&gt;
It has a 5% chance of spawning on the following landmarks: lakes, pond, toxic lake, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Increased pollution{{BiotechIcon}} ====&lt;br /&gt;
''This area is contaminated with toxic pollutants.''&lt;br /&gt;
&lt;br /&gt;
This feature adds 10 to 20% pollution to the tile, up to a maximum of 100%.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 100% on toxic lake, ancient toxic vent&lt;br /&gt;
* 5% on ruins, frozen ruins, ancient smoke vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 2% on dry lake, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, dunes&lt;br /&gt;
* 1% on lakes&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&lt;br /&gt;
=== Man-made structures ===&lt;br /&gt;
==== Ancient uplink ====&lt;br /&gt;
[[File:Ancient uplink in grassland (no fog).jpg|thumb|Ancient uplink feature in a grassland biome.]]&lt;br /&gt;
''This area contains an uplink used for communication with a low orbit satellite. Hacking the uplink will reveal a hidden location in orbit.''&lt;br /&gt;
&lt;br /&gt;
This feature causes an [[ancient uplink]] building to spawn on the tile.&lt;br /&gt;
&lt;br /&gt;
It can occur on all biomes.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 15% on ice dunes, dunes, ruins, frozen ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 2% on oasis, lakes, pond, dry lake, toxic lake, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, crevasse, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Junkyard ====&lt;br /&gt;
[[File:Junkyard in extreme desert (ideology).jpg|thumb|Junkyard in extreme desert]]&lt;br /&gt;
''An old dumping ground for various kinds of junk.''&lt;br /&gt;
&lt;br /&gt;
This feature multiplies by 15 the amount of junk generated on the tile.&lt;br /&gt;
&lt;br /&gt;
It spawns on all biomes but only on flat or small hills terrain.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks, but only if Ideology is enabled:&lt;br /&gt;
* 25% on toxic lake, ruins&lt;br /&gt;
* 20% on ancient smoke vent, ancient toxic vent, ancient heat vent&lt;br /&gt;
* 10% on dry lake, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 5% on terraforming scar, frozen ruins&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile, even if Ideology is not present.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stockpile ====&lt;br /&gt;
[[File:medine stockpile in arid shrubland.png|thumb|Medicine stockpile feature in an arid shrubland biome]]&lt;br /&gt;
''This area contains an underground stockpile of resources. Be careful, some of the ancient defense systems may still be active.''&lt;br /&gt;
&lt;br /&gt;
The stockpile feature is an underground facility which contains certain materials. It is locked by a hatch that requires to be hacked in order to open. Similar to the [[pit gate]]{{AnomalyIcon}}, entering it leads to a new separate map. There are 5 types of stockpile, where the following resources can be found:&lt;br /&gt;
* Chemfuel stockpile: 750-1200 [[chemfuel]]&lt;br /&gt;
* Component stockpile: 25-50 [[component|components]] and 2-3 [[advanced component|advanced components]]&lt;br /&gt;
* Drug stockpile: 25-100 [[flake]], 25-60 [[yayo]], 5-20 [[smokeleaf joint|smokeleaf joints]], 5-15 [[luciferium]], 0-10 [[go-juice]], 0-10 [[wake-up]]&lt;br /&gt;
* Medicine stockpile: 30-60 [[medicine]] and 5-10 [[glitterworld medicine]]&lt;br /&gt;
* Weapons stockpile: 2-3 guns of advanced industrial or spacer tech level and excellent to legendary quality&lt;br /&gt;
&lt;br /&gt;
This feature can be found in all biomes except [[sea ice]].&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 25% on frozen ruins&lt;br /&gt;
* 15% on ice dunes, dunes, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent&lt;br /&gt;
* 5% on oasis, lakes, pond, dry lake, toxic lake, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, crevasse, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ore rich ===&lt;br /&gt;
==== Mineral rich ====&lt;br /&gt;
[[File:Compacted steel rich in cavern.jpg|thumb|Compacted steel rich feature in cavern]]&lt;br /&gt;
''This area has more ''&amp;lt;Mineral&amp;gt;'' deposits than normal.''&lt;br /&gt;
&lt;br /&gt;
A tile with the mineral rich feature contains great quantities of a single [[ore]], which means the feature exists in several versions: [[Compacted plasteel]] rich, [[compacted machinery]] rich, [[compacted steel]] rich, [[gold ore]] rich, [[jade]] rich, [[silver ore]] rich, [[uranium ore]] rich.&lt;br /&gt;
&lt;br /&gt;
The mineral rich feature only spawns on landmark tiles, on any biome except sea ice and ice sheet. The ancient quarry landmark always comes with the mineral rich feature.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 100% on ancient quarry&lt;br /&gt;
* 20% on terraforming scar&lt;br /&gt;
* 15% on ancient smoke vent, ancient toxic vent, ancient heat vent&lt;br /&gt;
* 10% on cavern&lt;br /&gt;
* 5% on lava lake, lava flow&lt;br /&gt;
* 3% on hot springs, valley, chasm, plateau, cliffs, hollow, basin&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Obsidian deposits ====&lt;br /&gt;
[[File:Obsidian deposits in lava field.jpg|thumb|Three obsidian veins created by the obsidian deposits feature]]&lt;br /&gt;
''This area has deposits of volcanic obsidian, which can be mined for obsidian glass.''&lt;br /&gt;
&lt;br /&gt;
This feature generates veins of mineable [[obsidian (ore)]].&lt;br /&gt;
&lt;br /&gt;
Obsidian deposits only spawn in the lava field biome. They have a 25% chance to spawn on the lava lake and lava flow landmarks. They also have a 5% chance to spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
==== Mixed biome ====&lt;br /&gt;
[[File:Mixed biome boreal forest with desert.jpg|thumb|Mixed biome feature on a boreal forest bordering a desert]]&lt;br /&gt;
''This area is at the boundary of two distinct biomes and has elements of both.''&lt;br /&gt;
&lt;br /&gt;
This feature only spawns on a tile located on the border to another biome. The tile gains the neighboring biome as a secondary biome. Its map is divided into 2 zones, each with the characteristics of one of the biomes, with wildlife from both biomes. If the tile is adjacent to multiple biomes, only one is picked as the secondary biome.&lt;br /&gt;
&lt;br /&gt;
Both biomes must be one of the following biomes: [[arid shrubland]], [[boreal forest]], [[cold bog]], [[desert]], [[extreme desert]], [[glacial plain]], [[grassland]], [[ice sheet]], [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[tundra]]. In other words the feature will not occur along the borders of [[sea ice]], [[scarlands]], [[glowforest]], or [[lava field]].&lt;br /&gt;
&lt;br /&gt;
As far as other features are concerned, only the primary biome is relevant when checking for compatibility.&lt;br /&gt;
&lt;br /&gt;
The mixed biome feature has a 20% chance to spawn on any tile that meets the criteria, with a further 50% chance on the following landmarks: lakes, pond, hot springs, bay, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Frenzy_inducer&amp;diff=177944</id>
		<title>Frenzy inducer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Frenzy_inducer&amp;diff=177944"/>
		<updated>2026-03-20T19:27:48Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Placement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Frenzy inducer&lt;br /&gt;
| image = Frenzy inducer.png&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| marketvalue = 495&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = &lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 50&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 100&lt;br /&gt;
| sell price multiplier = &lt;br /&gt;
| power = -150&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Frenzy inducer&lt;br /&gt;
| thingCategories =&lt;br /&gt;
| work to make = 6000&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 100&lt;br /&gt;
}}&lt;br /&gt;
The '''Frenzy inducer''' is a building added by the [[Anomaly DLC]] that increases the [[move speed]] and [[Global Work Speed]] of pawns at the cost of worse [[mental breaks]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = Decay rate or isntant decline? Specifical rste from c#, other mechanical detail. Does berserk effect occur in very stage, because table says no effect. game time in table}}&lt;br /&gt;
{{Image wanted|section=1|reason=AoE in [[:Category:Images - Graphics|standard style]]}}&lt;br /&gt;
It has a range of 8 tiles in which it gives all human pawns the '''Frenzy field''' hediff, which slowly builds up over time, taking {{ticks/gametime/hours|2500}} to increase by 30%, but taking around 5 times as long to dissipate the effect. &lt;br /&gt;
&lt;br /&gt;
This area of effect ignores [[LoS]] and works through [[wall]]s and similar obstructions.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Sleep suppressor]], it will not cause a mood debuff. Instead, all [[mental break]]s will become the [[Mental_break#Berserk|Berserk]] mental state as long as any buildup of '''Frenzy field''' is present. Do note that the [[Dead calm]]{{BiotechIcon}} gene does not take priority over the frenzy inducer, meaning breaks will still be violent even with it present.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;margin: auto; &amp;quot;&lt;br /&gt;
! rowspan = 2|Stage !! rowspan = 2| Buildup !! rowspan = 2| Effects !! colspan=2| Required Time !! colspan=2| Accumulated Time&lt;br /&gt;
|-&lt;br /&gt;
! To advance stage !! To reduce stage !! To advance stage !! To reduce stage&lt;br /&gt;
|-&lt;br /&gt;
! Very Mild&lt;br /&gt;
| 0.1% - 4.9% || &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;No effect&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt; || {{ticks|417}} || {{ticks|2083}} || {{ticks|417}} || {{ticks|2083}}&lt;br /&gt;
|-&lt;br /&gt;
! Mild&lt;br /&gt;
| {{0}}5% - 34.9% || &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[Move speed]]: {{+|0.10{{CS}}}}&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;[[Global work speed]]: {{+|20%}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt; || {{ticks|2500}} || {{ticks|12500}} || {{ticks|2833}} ||  {{ticks|14165}}&lt;br /&gt;
|-&lt;br /&gt;
! Moderate&lt;br /&gt;
| 35% - 64.9% || &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[Move speed]]: {{+|0.20{{CS}}}}&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;[[Global work speed]]: {{+|30%}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt; || {{ticks|2500}} || {{ticks|12500}} || {{ticks|5333}} ||  {{ticks|26665}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| 65% - 100% || &amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;[[Move speed]]: {{+|0.40{{CS}}}}&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;[[Global work speed]]: {{+|50%}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt; || {{ticks|2916}} || {{ticks|14580}} || {{ticks|8333}} ||  {{ticks|41667}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The Frenzy inducer can be very useful in creating very efficient pawns, especially if combined with other tools from Anomaly such as the Sleep suppressor and the [[Neurosis pulse]] Psychic ritual, the combination of three effects at their apex makes all pawns: have a {{Good|x0%}} [[Sleep Fall Rate]], a {{Good|x50%}} [[Recreation]] fall rate, and a {{+|50%}} [[Global work speed]] bonus, which is then further increased by a multiplicative bonus of {{Good|x150%}} by the Neurosis pulse, for a base total of {{+|225%}}. However, this comes with the cost of inducing a {{--|6}} and {{--|4}} mood penalty, from the Sleep suppressor and Neurosis pulse ritual respectively, the latter worsening from an increased [[Psychic sensitivity]], as well as increasing the [[Mental break threshold]] by 8%, making it easier for pawns to suffer from mental breaks, causing them to go berserk. This risk can be averted temporarily by using [[Mind-numb serum]] to prevent mental breaks at the cost of only -5% [[Consciousness]], which does not directly affect Global work speed, but will affect [[General labor speed]], as the loss in Consciousness will affect [[Manipulation]].&lt;br /&gt;
&lt;br /&gt;
=== Placement ===&lt;br /&gt;
{{Stub|section=1|reason=Do the math for it being at the work place and compare given has tonspend time to build up (but will get some effect quickly). also consider placement cost/coverage. &amp;quot;Disproving&amp;quot; placing it in a rec/dining room also has merit (shared space seems like a pro but the time in there is short)}}&lt;br /&gt;
The frenzy effect builds through walls, which allows a lot of flexibility in the inducer's placement. Bedrooms and barracks are typically fairly dense and allows pawns with different work locations benefit from the effect. All but the fastest sleepers will reach 100% before they wake, giving them almost 6 in-game hours in the highest tier of the effect, and approximately 16 hours of some effect. If applying frenzy in their sleep, schedule their recreation at the end of the day the effect is wearing off, so the time in the peak of the effect is spent working.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=177942</id>
		<title>Gut worms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=177942"/>
		<updated>2026-03-20T20:09:08Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Other treatments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Main|Gut worms}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{{Quote|Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger.|Description}}'''Gut worms''' are a parasitic [[disease]] that infects the [[Human#Stomach|stomach]], causing pain and nausea and doubling the host's hunger rate.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[Hunger Rate Factor]]: {{++|100%}}&lt;br /&gt;
* [[Pain]]: {{++|20%}}&lt;br /&gt;
* Vomiting ({{MTB}} of 1 day)&lt;br /&gt;
* {{Thought|desc=I don't feel very well.|label=sick|value=-5}}, stacking with any mood effect from the pain.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Gut Worms do not increase in severity over time, nor are they cured over time. Direct treatment is the primary way to cure it.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Gut Worms will be cured when the treatments performed on it reach a cumulative [[tend quality]] of 300%, thus it is important to maximize the Medical Tend Quality of the Doctor performing the tending and the quality of the medicine used. It takes 48 ingame hours (2 days, or {{ticks|120000}}) between each treatment. For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%, or 1 at 130% plus 2 at 85%.&lt;br /&gt;
&lt;br /&gt;
=== Other treatments ===&lt;br /&gt;
* Administer [[healer mech serum]], or use [[Unnatural Healing]] - instantly treats the disease&lt;br /&gt;
* Install a [[bionic stomach]] (or other stomach replacements{{RoyaltyIcon}})&lt;br /&gt;
* Use the medic cycle of the [[Biosculpter pod]]{{IdeologyIcon}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
The [[perfect immunity]] gene{{BiotechIcon}} will prevent the acquisition of this disease but will not cure pre-existing conditions present at the time of implantation.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Frequently when Gut Worms strike a colony, several members will be affected at once. With multiple colonists vomiting, the base can quickly become very dirty. If this happens in the kitchen, the risk of [[food poisoning]] increases, risking further vomiting. If vomiting occurs while a pawn is eating a meal, the eating process is cancelled, and the pawn will have to start over after vomiting. &lt;br /&gt;
&lt;br /&gt;
If already malnourished when Gut Worms (or Food Poisoning) strike, this can be a real problem, as things can spiral out of control, and the malnutrition severity can progress, even while seated at the dinner table actively trying to eat a meal. Pemmican is said to be better than meals in this situation, because a pawn may successfully eat a few small pieces of pemmican before the vomiting begins again. In this case, the partial progress toward removing hunger is retained, and malnutrition may not advance. &lt;br /&gt;
&lt;br /&gt;
As with many other things in RimWorld, if Gut Worms are not managed well, minor problems can snowball into mental breaks, downing, death and loss of the entire colony. Preventative installation of a few bionic stomachs, especially in the main cook, is one possible strategy to help prevent future outbreaks of Gut Worms from dominoing out of control.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Gut worms no longer always required 5 treatments regardless of quality, and instead is based on cumulative treatment quality.&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=177939</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=177939"/>
		<updated>2026-03-20T20:13:10Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Hostility */ Happened thrice, once when i euthanized one, other time when i tried to hit one, and the third one when one of my colonist accidentally frienly fired and shot a guy, with the armor taking the entire hit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason=General cleanliness and polish pass}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Creepjoiner&lt;br /&gt;
| image = Timeless_one.png&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
| honor value = 3&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| toxic resistance = 0&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| vacuum resistance = 0&lt;br /&gt;
| min comfortable temperature = 16&lt;br /&gt;
| max comfortable temperature = 26&lt;br /&gt;
| marketvalue = 1750&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = omnivorous (human)&lt;br /&gt;
| meatname = human meat&lt;br /&gt;
| leathername = human leather&lt;br /&gt;
| gestation = 18&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left fist&lt;br /&gt;
| attack1labelNoLocation = fist&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack1part = LeftHand&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right fist&lt;br /&gt;
| attack2labelNoLocation = fist&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack2part = RightHand&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3label = head&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack3part = HeadAttackTool&lt;br /&gt;
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.07&lt;br /&gt;
| attack4part = Teeth}}&lt;br /&gt;
&lt;br /&gt;
'''Creepjoiners'''&amp;lt;ref&amp;gt;The term ''creepjoiner'' is taken from the game's code, and is not used in-game.&amp;lt;/ref&amp;gt; are a phenomenon added by the [[Anomaly DLC]]. They are humans who will randomly arrive at your colony offering to join, typically providing great benefits but often concealing downsides that can range from minor annoyances to debilitatingly dangerous. Creepjoiners can be encountered even before activating the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners always request to join the colony. They will appear on the edge of the map and make their way to a nearby location - similar to a [[trader]] - where they will linger and wait for someone to be sent to talk to them. Upon doing so, three options are presented: to accept the request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request.&lt;br /&gt;
&lt;br /&gt;
If rejected or if ignored for {{ticks/gametime/days|60000}}, creepjoiners have an equal chance to either depart peacefully or to immediately become hostile and attack.&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has an upside and a possible downside. Potential options for each of these can found in the [[#Benefits|Benefits]] and [[#Drawbacks|Drawbacks]] sections.&lt;br /&gt;
&lt;br /&gt;
All creepjoiners are initially [[unwaveringly loyal]]. This condition is permanently removed if they are allowed to join the colony. If arrested before joining, such as by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;''&amp;quot; option when first speaking to them, they can only be recruited by removing their unwavering status using the [[brainwipe]] [[ritual]]. Creepjoiners can also be [[Slavery|enslaved]], {{IdeologyIcon}} although their extremely high will of 80-90 makes this very tedious.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for Advanced [[Research#Anomaly|void research]] if taken prisoner. They give 2 Advanced research with a cooldown of 2 days. The creepjoiner must be able to walk to be studied.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners cannot be duplicated by the [[corrupted obelisk]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiners are unable to romance ordinary pawns, but they can romance other creepjoiners or be forced into relationships by pawns with the [[psychic bonding]] gene. {{BiotechIcon}} Creepjoiners can become [[pregnant]] {{BiotechIcon}}, but their children will be normal humans and not inherit any of the unique mechanics of creepjoiners.&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage_Creepjoiners.png|thumb|A marriage ceremony between two creepjoiners. Other pawns from the colony are participating.]]&lt;br /&gt;
&lt;br /&gt;
=== Occurrence ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners start appearing randomly after 10 days from game start. Reoccurrences are subject to a 60-day cooldown. There are no other requirements, but until the Monolith reaches level 2, the metalhorror variant is disabled, making creepjoiners slightly rarer.&lt;br /&gt;
&lt;br /&gt;
==== Farming ====&lt;br /&gt;
&lt;br /&gt;
It is possible to reliably spawn creepjoiners via [[void provocation]]. The monolith must be kept at level 2, and [[metalhorror]] must be left undiscovered (keeping colony population at 3 or less will prevent it from appearing naturally). In this state, void provocation can spawn a metalhorror-infected creepjoiner, and will do so every time (subject to the 60-day creepjoiner cooldown) after all other advanced entities are discovered. This basically guarantees one creepjoiner per year, with the added benefit of blocking non-metalhorror downsides, including the permanently detrimental ones.&lt;br /&gt;
&lt;br /&gt;
Of course, once such a creepjoiner is accepted into the colony, a metalhorror encounter is inevitable – which means this method can be used to recruit only one creepjoiner per playthrough (or one batch of creepjoiners, but they would need to be gathered over many years into a cryptosleep stash then recruited all at once). Therefore, it's best used as a mechanism to reroll creepjoiners until a highly desirable one appears. Bad creepjoiners can be reliably disposed of without revealing their metalhorrors by simply allowing them to join and immediately banishing – this can even be done with the game paused.&lt;br /&gt;
&lt;br /&gt;
Naturally-occurring creepjoiners and void provocation-summoned creepjoiners are on separate 60-day cooldowns, so a colony actively farming them can expect to average some 1.5 creepjoiners per year.{{Check Tag|Code?|In actual gameplay on 1.6.4566, it clearly works like this, but from looking at the code, it's not clear why it would, could this be a bug?}}&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner type comes with preset equipment, traits, and possible [[#Benefit|benefits]]. A brief summary of each possible type's notable properties is provided here:&lt;br /&gt;
&lt;br /&gt;
* '''Leathery stranger:''' No unique effects.&lt;br /&gt;
* '''Dark scholar:''' Has the [[Psychopath]] trait, 14-20 in the [[Intellectual]] skill, and several surgical scars.&lt;br /&gt;
* '''Deal maker:''' Has the [[Beautiful]] trait and 14-20 in the [[Shooting]] and [[Social]] skills.&lt;br /&gt;
* '''Drifter:''' No unique effects.&lt;br /&gt;
* '''Blind healer:''' Always spawns missing both eyes, which can be replaced with full functionality by the [[Ailments#Healing method table|usual methods]]. Guaranteed to have the ''unnatural healing'' benefit.&lt;br /&gt;
* '''Timeless one:''' Always between 13 and 16 years old. Not to be confused with [[Ageless]].{{BiotechIcon}}&lt;br /&gt;
* '''Cult escapee:''' Usually has many surgical scars and/or removed body parts. 50% chance to spawn with a [[flesh tentacle]] on either arm.&lt;br /&gt;
* '''Lone genius:''' Has the [[Too smart]] and [[Abrasive]] traits, as well as 13-18 in the [[Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a single benefit, chosen at random. Most creepjoiner types have a specific list of possible benefits that they are restricted to; for more information, consult the [[#Pawn Kinds|Pawn Kinds]] table at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect human:''' Has the [[Industrious]] trait and 14 to 18 in all [[skills]]. Also has the unique [[Perfect memory]] trait, which entirely disables skill decay.&lt;br /&gt;
* '''Occultist:''' Has the unique [[Occultist]] trait.&lt;br /&gt;
* '''Unnatural healing:''' Has the ''unnatural healing'' ability (see below).&lt;br /&gt;
** This benefit has a weight of 0.5 (compared to the weight of 1 for every other benefit), making it less likely to be chosen on its own.&lt;br /&gt;
* '''Shambler overlord:''' Has the ''release deadlife dust'' ability.&lt;br /&gt;
* '''Fleshcrafter:''' Has the ''shape flesh'' ability.&lt;br /&gt;
* '''Alchemist:''' Has the ''transmute steel'' ability.&lt;br /&gt;
* '''Joybringer:''' Has the unique [[Joyous]] trait, which grants {{good|+20}} opinion from all other pawns and a {{Thought|desc=Wherever I go, I can feel the joyous one in the back of my mind. It makes me feel good. Very good.|label=Joyous presence|value=+3|stack=1}} to all colonists on the map.&lt;br /&gt;
* '''Death refusal:''' Starts with four uses of [[death refusal]].&lt;br /&gt;
* '''Body mastery:''' Has the unique [[Body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* '''Psychic butcher:''' Has the ''psychic slaughter'' ability.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* Tends all [[bleeding]] wounds at 90-100% [[tend quality]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]]. Cannot happen to arms already replaced by an [[artificial body part]], but arms with only replaced hands will be lost.&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
** Generates [[twisted meat]] where the target once stood, yielding an amount roughly equal to the target's [[meat amount]] stat.&lt;br /&gt;
** Slaughtered [[human]]s will not drop their [[apparel]]. Reconfigured [[Boomalope]]s still explode.&lt;br /&gt;
&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Maximum [[body size]] of 2.5. Cannot target self.&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of [[steel]] into an equivalent amount of [[twisted meat]], [[gold]], [[plasteel]], [[bioferrite]], or [[uranium]], chosen at random.&lt;br /&gt;
** Can also target [[steel slag chunk]]s (but ''not'' [[mechanoid slag chunk]]s), yielding 15 of one of the aforementioned resources.&lt;br /&gt;
** Can also target any [[stuff]]able steel item or building, which randomly changes its stuff type to one of the aforementioned resources (excluding twisted meat).&lt;br /&gt;
| 1-75 steel; steel slag chunks; steel items or buildings&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud centered on the caster that reanimates any non-[[mechanoid]] corpse within about a 5-tile radius as a friendly [[shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| All non-[[mechanoid]] corpses in range&lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[mechanoid]] [[corpse]] into a hostile [[fleshbeast]].&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3.5]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.51]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners typically have one downside applied to them upon spawning. These downsides are almost always hidden from the player, and only become revealed when their effects first manifest. A list of possible drawbacks includes:&lt;br /&gt;
&lt;br /&gt;
* Nothing.&lt;br /&gt;
* '''Desertion:''' After 9-30 days in the colony, the creepjoiner will suddenly depart. They will immediately attempt to exit the map, abandoning any work they were doing in the process.&lt;br /&gt;
** This drawback has a weight of 3 (compared to the weight of 1 for every other downside), making it more likely to be chosen than any other drawback.&lt;br /&gt;
** [[Prisoner|Imprisoned]] or [[Slave|enslaved]] {{IdeologyIcon}} creepjoiners will wait until they are freed to desert.&lt;br /&gt;
** A creepjoiner captured while deserting and subsequently recruited or enslaved {{IdeologyIcon}} will not attempt to desert again.&lt;br /&gt;
** Creepjoiners can desert even when they are currently [[downed]].&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. ''&lt;br /&gt;
* '''Aggressive:''' After 9-30 days in the colony, the creepjoiner suddenly becomes hostile and attacks.&lt;br /&gt;
* '''Metalhorror:'''  The creepjoiner is secretly infected with a [[metalhorror]].&lt;br /&gt;
** Creepjoiners with this downside will always become hostile if not accepted by the colony.&lt;br /&gt;
** This downside does not appear under normal conditions. Instead, creepjoiners with a metalhorror can only appear as part of a unique incident that appears identical to a regular arrival. It is naturally 5% as likely to appear as a regular creepjoiner, but is one possible outcome of [[void provocation]]. &lt;br /&gt;
** Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 2 for this downside to occur.&lt;br /&gt;
* '''Crumbling mind:''' After 1-3 days, the creepjoiner is revealed to be suffering from a [[crumbling mind]].&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will soon cause severe mental degradation. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but they will become very ill within the next few days.''	&lt;br /&gt;
* '''Void fascination:''' Guaranteed to have the unique [[Void fascination]] trait. Immediately apparent.[[File:AgonyPulseDeath.png|right|450px]]&lt;br /&gt;
* '''Psychic agony:''' The creepjoiner periodically emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|agony pulse]], affecting all pawns within 14.9 tiles ''including the creepjoiner themselves.'' This happens once every 30 days on average, with a minimum time of 5 days between each occurrence. &lt;br /&gt;
** Can be diagnosed early with a surgical inspection: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it.''&amp;quot;&lt;br /&gt;
** Affected targets receive {{bad|+100%}} [[pain]], which is enough to instantly down all pawns without a source of pain reduction. After {{ticks|600}} to {{ticks|900}}, this is reduced to a milder {{bad|+25%}} pain that lasts between {{ticks/gametime/days|120000}} and {{ticks/gametime/days|240000}}. &lt;br /&gt;
** At 100% pain, [[consciousness]] is reduced by 40%, meaning that Agony Pulses can kill pawns when combined with consciousness reductions from other sources. &lt;br /&gt;
** The agony pulse is ''not'' modulated by [[psychic sensitivity]]; even [[psychically deaf]] pawns will suffer its effects.&lt;br /&gt;
* '''Organ decay:''' After 3-5 days, the creepjoiner will reveal that they are suffering from [[organ decay]] in 3-5 internal organs. This uses a unique variant of organ decay that progresses three times faster than normal, allowing only 10-20 days to treat each instance.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;quot;&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but &amp;lt;CREEPJOINER NAME&amp;gt; will become very ill within the next few days.&amp;quot;''&lt;br /&gt;
* '''Disturbing:''' Guaranteed to have the unique [[Disturbing]] trait. Immediately apparent.&lt;br /&gt;
&lt;br /&gt;
=== Hostility ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether they are recruited, all creepjoiners will immediately become hostile the first time they get hit by friendly fire, even if the hit was taken by armor, or a colonist attempts to [[slavery|enslave]] {{IdeologyIcon}} them once their will reaches 0. This can only happen once for each creepjoiner, but will never expire, so there is always the possibility of the creepjoiner turning hostile until it actually happens.&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner has a special effect, chosen randomly, that will activate when they become hostile:&lt;br /&gt;
&lt;br /&gt;
* '''Basic assault:''' No special effects.&lt;br /&gt;
** It has weight of 3, meaning it's 3 times more likely to be chosen than other hostility responses.&lt;br /&gt;
* '''Sightstealer attack:''' The creepjoiner will scream and summon [[sightstealer]]s to attack the colony. The following message{{Check Tag|Letter?}} will be displayed:&lt;br /&gt;
::'' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... ''&lt;br /&gt;
&lt;br /&gt;
These effects also trigger if the creepjoiner dies by any means.&lt;br /&gt;
&lt;br /&gt;
Another hostility option, fleshbeast emergence in which the creepjoiner turns into a [[fleshbeast]], is defined in the code but never triggers. It is not currently known whether this is a bug or intentional omission.{{Check Tag|Verify if bug}}&amp;lt;!--* '''Fleshbeast emergence:''' The creepjoiner transforms into a [[fleshbeast]] (chosen randomly between [[fingerspike]], [[toughspike]], and [[trispike]]). This destroys the creepjoiner's body outright, rendering them permanently dead even if they had [[death refusal]] or [[deathless]] {{BiotechIcon}}. Disabled if the Creepjoiner has Metalhorror as their downside--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An easy way to resolve a creepjoiner's hostility is to anaesthetize them then punch them while they're out. They will become hostile, but remain incapacitated, enabling safe capture and re-recruitment. Of course, this will still destroy the creepjoiner if fleshbeast emergence was randomly picked as their way of retaliating.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The abilities possessed by creepjoiners range from modestly useful to potentially colony-changing. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Carefully inspect the pawn's entire Bio and Health tab before recruiting them. One must decide whether the potential risks a creepjoiner brings are worth it, but also weigh the downsides of ''not'' recruiting them (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[surgical inspection]] can reveal some potential downsides early - making it a useful habit to practice with new creepjoiners - but not all of them. Vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
A creepjoiner's time-based downsides (such as ''organ decay'' or ''crumbling mind'') can be halted by placing them inside a [[cryptosleep casket]] until treatment is available. This will naturally disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them physically isolated. [[Allowed area]]s and [[schedule|scheduling]] can be used to mitigate their proximity to other colonists until their downside is revealed for what it is.&lt;br /&gt;
&lt;br /&gt;
Before you have ruled out the possibility of desertion, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;br /&gt;
&lt;br /&gt;
The potential for [[#Hostility|fleshbeast emergence]] should also be ruled out before equipping a creepjoiner with powerful gear or [[genes]] {{BiotechIcon}}. Because it destroys the body outright, any equipped gear or installed parts are destroyed with no chance for recovery. This ignores (and negates!) [[death refusal]] and [[deathless]] {{BiotechIcon}}, so it is important to either rule out the possibility of fleshbeast emergence before applying these powerful effects, or to simply accept the risk that they may be wasted.&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4069|1.5.4069]] - Fix: Crash trying to use psychic slaughter on escaping entity in niche circumstances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Creepjoiner error if map is destroyed&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Statue doesn't visually update until save/reload if you use transmute steel on it.&lt;br /&gt;
* [[Version/1.6.4630|1.6.4630]] - Fix: Faction goodwill was not affected by killing pawn via psychic slaughter.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bioferrite&amp;diff=177869</id>
		<title>Bioferrite</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bioferrite&amp;diff=177869"/>
		<updated>2026-03-19T16:29:17Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Immobilizing entities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|metallic&lt;br /&gt;
| name = Bioferrite&lt;br /&gt;
| image = Bioferrite c.png&lt;br /&gt;
| description = An exotic metal-like fibrous substance with both organic and metallic properties. Bioferrite is produced by microscopic mechanites as they process organic material. In cases of disordered mechanite behavior, this happens in a chaotic, cancer-like way.&amp;lt;br&amp;gt;The material is known to interact with some types of psychic flows. If pressurized under specific conditions, bioferrite becomes extremely flammable, making it a useful fuel.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Metal&lt;br /&gt;
| stuff category = Bioferrite, Metallic&lt;br /&gt;
| marketvalue = 0.75&lt;br /&gt;
| beauty = &lt;br /&gt;
| mass base = 0.25&lt;br /&gt;
| stack limit = &lt;br /&gt;
| path cost = &lt;br /&gt;
| rotatable = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 0.25&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to build factor = 2.5&lt;br /&gt;
| work to make factor = 2.5&lt;br /&gt;
| max hit points factor = 2&lt;br /&gt;
| flammability factor = 0.75&lt;br /&gt;
| armor - sharp factor = 1.1&lt;br /&gt;
| armor - blunt factor = 0.5&lt;br /&gt;
| armor - heat factor = 0.5&lt;br /&gt;
| insulation - cold factor = 2.5&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee sharp damage factor = 1.3 &lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.85&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bioferrite&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = &lt;br /&gt;
| color = (100, 80, 80)&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| default color = &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = &lt;br /&gt;
| graphic path = &lt;br /&gt;
| label = &lt;br /&gt;
| parent name = &lt;br /&gt;
| resource readout priority = &lt;br /&gt;
| selectable = &lt;br /&gt;
| slag def = &lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| volume = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Bioferrite'''  is a [[metal]]lic [[material]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=1) Detail needed 2) When sufficient detail, consider adding Acquisition optimisation to analysis}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table}}&lt;br /&gt;
Bioferrite can be extracted from [[Entities]] securely held in [[Holding spot]]s or [[Holding platform]]s using a [[Bioferrite harvester]], amounts are as described in the following table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center sortable}}&lt;br /&gt;
! Entity&lt;br /&gt;
! Bioferrite Per Day&lt;br /&gt;
|-&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| 0&amp;lt;br&amp;gt;(15 upon chopping){{Check Tag|Growth|Rewrite to be based a ranged on growth and growth when fed}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Shambler]]&lt;br /&gt;
| 0.2-4.0&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Body size dependent)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ghoul]]&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Fingerspike]]&lt;br /&gt;
| 1.2&lt;br /&gt;
|-&lt;br /&gt;
! [[Sightstealer]]&lt;br /&gt;
| 1.6&lt;br /&gt;
|-&lt;br /&gt;
! [[Trispike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Toughspike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| 2.0-4.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Gorehulk]]&lt;br /&gt;
| 3 &lt;br /&gt;
|-&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| 3.23&lt;br /&gt;
|-&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Bulbfreak]]&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| 7.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
100 bioferrite is included in &amp;quot;The Anomaly&amp;quot; starting scenario. &lt;br /&gt;
&lt;br /&gt;
{{Transmute Steel Acquisition Note}}&lt;br /&gt;
&lt;br /&gt;
Bioferrite can also be obtained from orbital [[trade ship]]s or by [[electric smelter|smelting]] bioferrite equipment.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Equipment made of bioferrite as the [[stuff]] material has additional effects beyond the normal statistical effects of the material. These effects scale with the [[quality]] of the item made. Note that items that merely include bioferrite in the recipe, and do not use it as the stuff material, such as the [[ceremonial hood]] do not offer these effects.&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply a multiplier to the wearer's psychic sensitivity. These multipliers stack multiplicatively with one another and with other bonuses from [[eltex]]{{RoyaltyIcon}} items {{Check Tag|Prestige?|Prestige armor implements it bonus differently, check how it stacks}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Psychic Sensitivity&lt;br /&gt;
| ×1.06&lt;br /&gt;
| ×1.08&lt;br /&gt;
| ×1.1&lt;br /&gt;
| ×1.13&lt;br /&gt;
| ×1.15&lt;br /&gt;
| ×1.17&lt;br /&gt;
| ×1.20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a pawn with a base psychic sensitivity of 100%, a [[psychic sensitizer]],{{RoyaltyIcon}} a normal [[eltex shirt]],{{RoyaltyIcon}} and a bioferrite item of normal, good, and excellent quality, would result in a psychic sensitivity of:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic sensitivity''' = ((100% + 25%) + 8.3%) * 1.1 * 1.13 * 1.15 = {{%|((1 + 0.25) + 0.083) * 1.1 * 1.13 * 1.15 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply an offset to both [[neural heat limit]] and [[neural heat recovery rate]],{{RoyaltyIcon}} which stacks additively. Note that the heat limit bonus stacks with the bonus to the limit from the increased psychic sensitivity, however due to the sensitivity bonus' multiplicative nature the total bonus cannot be easily quantified without assuming what other bonuses to sensitivity a pawn may have. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Neural Heat Limit&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! Neural Heat Recover Rate&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Bioferrite can be used as a material for [[stuff]]able items with the [[Metallic]] stuff tag. Bioferrite is also the only &amp;quot;Bioferrite&amp;quot; material for [[stuffable]] items, allowing the requirement of bioferrite in the recipe but also allowing them to gain the psychic benefits detailed above. This affects the following items:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Stuff Tags::~*ioferrit*]]&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Icon List&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bioferrite can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
Bioferrite is used to refuel the following:&lt;br /&gt;
* [[Atmospheric heater]]s, at a rate of {{Icon Small|Bioferrite||~6-8}}/day.&lt;br /&gt;
* [[Bioferrite generator]]s, at a rate of {{Icon Small|Bioferrite||6}}/day.&lt;br /&gt;
* [[Disruptor flare pack]]s, at a rate of {{Icon Small|Bioferrite||5}}/charge.&lt;br /&gt;
* [[Hellcat rifle]] mini-burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
* [[Incinerator]] burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is consumed by the following [[psychic rituals]]:&lt;br /&gt;
* [[Blood rain]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
* [[Chronophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Draw animals]], at a cost of {{Icon Small|Bioferrite||10}}.&lt;br /&gt;
* [[Draw fleshbeasts]], at a cost of {{Icon Small|Bioferrite||50}}.&lt;br /&gt;
* [[Draw shamblers]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Neurosis pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Pleasure pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Provoke pit gate]], at a cost of {{Icon Small|Bioferrite||75}}.&lt;br /&gt;
* [[Psychophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Skip abduction]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
&lt;br /&gt;
The following operations require bioferrite:&lt;br /&gt;
* [[Bliss lobotomy]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Ghoul|Ghoul infusion]], at a cost of {{Icon Small|Bioferrite||30}} and {{Icon Small|Shard||1}} [[shard]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Bioferrite_psychic_sensitivity_stack.png|right| Max psy sensitivity]]&lt;br /&gt;
Bioferrite is an excellent material for [[stuffable]] sharp melee weapons. It is most easily considered a sidegrade to [[plasteel]]; bioferrite weapons deal more damage per hit and boasts higher {{AP}}, but plasteel weapons attack 20% more quickly. The choice of which to use for any given fighter should be made on a case-by-case basis depending on their needs. Keep in mind that ultratech melee weapons such as [[monosword]]s {{RoyaltyIcon}} will still typically beat out both plasteel and bioferrite weapons of comparable item quality.&lt;br /&gt;
&lt;br /&gt;
From a statistical perspective, bioferrite is the strongest material for [[spike trap]]s. With a melee damage of 26 and AP of 39%, it deals more damage than plasteel traps against all enemies. It's also more durable and less flammable than [[wood]] traps. However, although bioferrite is ostensibly easy to obtain if you have captured some entities, production is typically quite slow without extensive containment facilities; single-use spike traps are thus a comparatively frivolous use for the material, especially for colonies that make extensive use of [[psychic ritual]]s.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is typically more accessible than [[eltex]] {{RoyaltyIcon}} for increasing [[psychic sensitivity]]. It is much more reliably obtained both generally and at high qualities, its boost to sensitivity is multiplicative with all other buffs except [[blindsight]] {{IdeologyIcon}}, and unlike eltex, bioferrite equipment can provide a respectable amount of armor. Because sensitivity boosts from bioferrite gear multiply with one another, they become proportionally stronger when combined; a pawn can reach in excess of 2000% psychic sensitivity when given all possible boosts, making [[psycast]]ers {{RoyaltyIcon}} or colonists with installed [[psychic harmonizer]]s {{RoyaltyIcon}} exceptionally powerful. Bear in mind that pawns with this level of psychic sensitivity are acutely vulnerable to [[psychic drone]]s, so keeping a way to render them unconscious as needed is a prudent choice - [[cryptosleep casket]]s, [[biosculpter pod]]s {{IdeologyIcon}} (any cycle will do) or even [[Anesthetic|anesthetizing]] them as needed will all work for this purpose.&lt;br /&gt;
&lt;br /&gt;
As a building material, bioferrite has exactly twice the HP of [[steel]] and is the third most durable material in the game behind plasteel and [[uranium]]. Each unit of bioferrite is 62.5% the silver value of a unit of [[wood]], which can help with [[wealth management]]. Bioferrite is [[flammable]].&lt;br /&gt;
&lt;br /&gt;
Due to the 85% rest effectiveness of bioferrite, which is lower than any other material, it is a suitable material for prison beds. An awful bioferrite bed has a rest effectiveness of 73%, even lower than a sleeping spot. This causes prisoners to spend more time asleep, prolonging their prison break interval while avoiding the mood debuff when sleeping on the floor.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite plating]] is ugly, making it it ill-suited for use outside of containment cells. Bioferrite also has a mighty {{Bad|x25%}} penalty to beauty when used for art other than [[void sculpture]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acquisition analysis ===&lt;br /&gt;
In general, the daily amount of gained bioferrite should be weighed carefully against the ease of handling various entity escapes.&lt;br /&gt;
&lt;br /&gt;
[[Fleshmass nucleus|Fleshmass nuclei]] and [[nociosphere]]s never escape and provide large amounts of bioferrite generation, so long as they are consistently suppressed. Both provide other benefits while being contained by a colony.&lt;br /&gt;
&lt;br /&gt;
[[Noctol]]s, [[gorehulk]]s, and [[chimera]]s provide ~3-3.2 bioferrite per day, and are relatively easy to subdue during an escape attempt. [[Toughspike]]s provide slightly less bioferrite, but are more common and can be crippled through frostbite to ensure they are incapable of moving (described further below). They provide more per day than [[ghoul]]s, [[fingerspike]]s, and [[sightstealer]]s, all while not being a significant leap in combat risk.&lt;br /&gt;
&lt;br /&gt;
[[Shambler]]s grant bioferrite equal to their [[Body_Size|body size]], or what their bioferrite generation was before if a reanimated entity. The vast majority of shamblers will provide less bioferrite than a toughspike. Body size 3+ shamblers are also some of the most fearsome wildlife- megasloths, thrumbo, elephants, and rhinoceros. &lt;br /&gt;
&lt;br /&gt;
Although a single [[revenant]] provides double the daily bioferrite of a toughspike, an escaped Revenant will likely require the attention of the entire colony, while a single escaped toughspike can typically be downed by a handful of colonists or a single ghoul. [[Devourer]]s' swallow attack makes them more dangerous during an escape than smaller entities, but not so dangerous as to make keeping them unwise.&lt;br /&gt;
&lt;br /&gt;
[[Trispike]]s and [[bulbfreak]]s die shockingly easily when damaged and split into smaller fleshbeasts on death, which usually reduces their bioferrite generation as not all the spawned fleshbeasts are likely to survive the resulting combat.&lt;br /&gt;
&lt;br /&gt;
[[Harbinger tree]]s are an inefficient source of bioferrite, but they can serve as supplementary or reserve source in a pinch.&lt;br /&gt;
&lt;br /&gt;
==== Immobilizing entities ====&lt;br /&gt;
Entities that are incapable of movement will never attempt to escape, making long-term containment a risk-free proposition. Nearly all entity types possess an anatomy similar to humans - such as a spine and legs - and can thus be rendered immobile through the destruction of the relevant body parts.{{Check Tag|Will they escape less when they have lower moving capablities?}}&lt;br /&gt;
&lt;br /&gt;
This is difficult for most entities, but notably for the purposes of farming, [[fleshbeast]]s are vulnerable to hypothermia at temperatures below {{Temperature|-40}}. [[Toughspike]]s in particular are well-suited to this purpose; they are durable enough to survive hypothermia unlike [[fingerspike]]s, and do not split into smaller fleshbeasts when downed. Carefully subjecting a toughspike to hypothermia to the point where it develops frostbite, and then tending the resulting bleeding when body parts are lost, can allow a player to remove all of their limbs without killing the toughspike. This consistently renders them immobile and thus unable to escape.&lt;br /&gt;
&lt;br /&gt;
A containment room with 8 holding platforms filled with immobilized toughspikes connected to a [[bioferrite harvester]] will provide 16 bioferrite per day, with no risk of escapes. [[Holding spot]]s can be used in place of holding platforms in order to save on materials.&lt;br /&gt;
&lt;br /&gt;
Other, less reliable methods of immobilizing entities is through either releasing them and attacking them until their limbs are damaged enough to be removed by an attack, or using the electroharvester and waiting patiently until their brain becomes scarred enough that they can never escape. The former method is, needless to say, quite dangerous if the entity isn't already downed when released, and always runs the risk of killing the entity instead of downing it. Slashing weapons are the most useful weapons for this purpose, since blunt weapons have an overkill mechanic that deals excess damage to the parent part, which often leads to the torso getting destroyed in the process. As for the latter method, it would require extreme patience, as the odds of an entity getting brain damage from an electroharvester are quite low, and even then it requires this sort of damage to happen multiple times before the entity is immobilized.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bioferrite a.png|One bioferrite&lt;br /&gt;
Bioferrite b.png|Partial stack&lt;br /&gt;
Bioferrite c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=177867</id>
		<title>Toxic wastepack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=177867"/>
		<updated>2026-03-19T16:22:57Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Disposal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=1) 1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all 2) Type }}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Toxic wastepack&lt;br /&gt;
| image = Wastepack_a.png&lt;br /&gt;
| type = &lt;br /&gt;
| tech level = &lt;br /&gt;
| description = A compacted package of toxic waste that will slowly dissolve if not frozen. The surface is heat-sealed for safe transport. Wastepacks will pollute the surrounding terrain if they dissolve, deteriorate, or are otherwise destroyed. Toxic wastepacks are flammable. If burned or damaged, they will release tox gas.&lt;br /&gt;
| mass base = 6&lt;br /&gt;
| stack limit = 5 &lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -40&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| deterioration = 4&lt;br /&gt;
| marketvalue  = 0&lt;br /&gt;
| defName = Wastepack&lt;br /&gt;
| thingCategories = ItemsMisc&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
'''Toxic wastepacks''' are waste products created by mech-related buildings or the cleanup of [[polluted]] tiles.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[Pollution pump]]s and pawns manually cleaning [[pollution]] on the ground will generate wastepacks, at a rate of 1 wastepack per 6 polluted tiles. Wastepacks may also be dropped into your colony as part of a [[Quests#Wastepack_Dumping|quest]].&lt;br /&gt;
&lt;br /&gt;
===Mechanoid Recharging and Gestation===&lt;br /&gt;
Toxic wastepacks are produced when [[friendly mechanoids]] utilize [[mech recharger]]s or [[large mech recharger]]s, or whenever a [[mech gestator]] or [[large mech gestator]] finishes gestating one. The amount of wastepacks produced is proportional to the Bandwidth of the mech recharged or gestated.&lt;br /&gt;
{{Mech Bandwidth}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Up to 5 toxic wastepacks can fit into 1 tile, and they do not fit on [[shelf|shelves]]. &lt;br /&gt;
&lt;br /&gt;
===Pollution===&lt;br /&gt;
When a wastepack is destroyed in any fashion, they will [[pollution|pollute]] 6 ground tiles of a colony, per wastepack. A full stack of 5 wastepacks pollutes 30 tiles. This pollution can spread through constructed [[wall]]s, but will not bypass natural stone walls.&lt;br /&gt;
&lt;br /&gt;
When burned or damaged, wastepacks release [[tox gas]], in addition to the pollution.&lt;br /&gt;
&lt;br /&gt;
When dumped from a [[caravan]], a caravan that is carrying them is destroyed, or sent via unmanned [[transport pod]], wastepacks will lower the [[goodwill]] of whatever faction has a faction base closest to the tile the wastepacks were dumped at, regardless of how far away that base is. The goodwill loss is proportional to the amount of waste dumped and its proximity to any nearby faction bases, ranging from {{--|1}} goodwill for just a few packs nearby up to {{--|60}} or more for multiple filled pods dumped directly on a base. Wastepacks dumped on the world map immediately pollute the world tile by 0.05%, requiring 2000 wastepacks to completely pollute a hex from 0% to 100%.&lt;br /&gt;
&lt;br /&gt;
If dumped in [[Orbit]]{{OdysseyIcon}}, wastepacks use the same proximity calculations as they do on the ground except that as the [[Traders guild]] is the only faction in orbit, they will always be the faction angered. Wastepacks dumped in orbit also will not result in tile pollution or affect the planet below.&lt;br /&gt;
&lt;br /&gt;
If the angered faction is hostile (including those made hostile by the wastepack dump), they may decide to retaliate. The percentage probability of retaliation is equal to the goodwill lost by the wastepack dump. Factions (except [[tribes]]) may retaliate by dropping wastepacks back at you, and hostile factions of any kind may send a [[raid]] in response to your &amp;quot;gifts&amp;quot;. Factions will randomly select (with equal probability) between the available responses, and the response will arrive after a random delay of one to three days. Multiple wastepack pod salvos done in short succession may result in back-to-back or even simultaneous raids. Both forms of retaliation are announced upon arrival with a &amp;quot;Pollution retaliation&amp;quot; letter.&lt;br /&gt;
&lt;br /&gt;
===Dissolving===&lt;br /&gt;
1 wastepack per stack will dissolve every 8 days, with the following factors:&lt;br /&gt;
* 0.5x if indoors.&lt;br /&gt;
* 2x if in [[Weather|rain]] and outdoors, even if [[roof]]ed.&lt;br /&gt;
* 0x if {{Temperature|0}} or lower. Any temperature above freezing point will not slow the dissolving of the wastepack.&lt;br /&gt;
&lt;br /&gt;
The packs also deteriorate in the same way as all other items. As an example, 5 Toxic wastepacks left out in the rain will dissolve 1 wastepack after 4 days and deteriorate the rest over the course of the next day or so as they lose HP at a rate of 20 per day outside in the rain. This means that even if temperature is below freezing when left outside or unroofed, a wastepack will slowly lose HP and eventually be destroyed, releasing the pollution inside. Unlike most other items, deterioration leaves behind the pollution inside rather than deleting the item altogether.&lt;br /&gt;
&lt;br /&gt;
===Gravship===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Unique to wastepacks, [[Gravship]]s cannot land on tiles occupied by them. When a wastepack dissolves on a tile occupied by a gravship hull the pollution will remain on the underlying and not within the gravship.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
===Storage===&lt;br /&gt;
A 7x7 room holds 245 wastepacks, and can be cooled by a single [[cooler]] in a double-walled room, and is effective up to an outside temperature of {{Temperature|41}}. 245 wastepacks are enough storage:&lt;br /&gt;
* To constantly run 8 [[bandwidth]] worth of [[mechanoids]] for 1 entire year, 4 bandwidth of mechs for 2 years...&lt;br /&gt;
* To store the waste of 2 [[toxifier generator]]s for ''6 years''. A [[pollution pump]], or a pawn cleaning the pollution by hand, is required to turn ground pollution into wastepacks.&lt;br /&gt;
Depending on [[biome|climate]] and freezer setup, you can get more storage with 1 cooler. And this is 1 cooler - worth {{Required Resources|Cooler}} and {{Q|Cooler|Power Consumption}} W of [[power]] (plus the material for [[wall]]s and [[door]]s). You can easily use multiple coolers to store your waste. This gives you enough time to get a form of waste disposal ready.&lt;br /&gt;
&lt;br /&gt;
===Disposal===&lt;br /&gt;
[[File:Wastepack disposal by shuttle.jpg|thumb|400px|right|&amp;lt;small&amp;gt;An Empire shuttle full of wastepacks. credit to /u/BenightedAlizar on r/rimworld&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Most means of destroying wastepacks have some sort of consequence:&lt;br /&gt;
&lt;br /&gt;
* '''Letting it pollute.''' Pollution is localized - wastepacks that deteriorate or dissolve away from your base won't have an impact, at least for a while. [[Insectoid]]s may come as wastepacks are destroyed, and [[acidic smog]] can happen at high enough pollution levels.&lt;br /&gt;
* '''Dumping it offsite.''' Dumping will always incur a goodwill loss for a single faction based on the current relationship status, distance from the nearest [[faction base]] and number of wastepacks dumped. You will receive significantly larger penalties for dumping closest to allies than for dumping closest to hostile or neutral factions (e.g 1 wastepack dumped directly on a hostile will give -1 goodwill but if dumped on an ally it will give -12 goodwill). When leaving toxic wastepack behind on a gravship all wastepacks left count as deteriorated and pollute the map hex respectively. Despite benefitting from pollution. Waster pirate gangs will still dislike when you dump toxic wastepacks near their bases.&lt;br /&gt;
&lt;br /&gt;
You will always get at least -1 goodwill for dumping wastepacks. Even if you are situated on one pole of a 100% generated world and the nearest faction base is on the opposite pole and you dump a single wastepack one tile away from your base you will still receive a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Faction status !! Dumping distances in tiles !! Goodwill lost (25 wastepacks)&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 0 || 31&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 2 - 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 5 - 16 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 17+ || 1&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 0 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 2 - 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 6 - 18 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 19+ || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 0 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 2 - 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 5 - 16 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 17+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wastepacks may also be dropped back at you, and if the faction is already hostile, you may start a [[raid]]. Dumping within 4 tiles of your colony will increase the chance for acidic smog.&lt;br /&gt;
** '''[[Caravan]]s''' take time and food to set up, and have a limited carrying capacity - especially without [[pack animal]]s or [[friendly mechanoids]]. &lt;br /&gt;
** '''[[Transport pod]]s''' can dump wastepacks far away. 1 pod, which can store up to 25 wastepacks, and per launch costs {{Required Resources|Transport pod}}, and a variable amount of {{Icon Small|chemfuel}} [[chemfuel]] depending on how far you launch it.&lt;br /&gt;
** '''[[Imperial shuttle]]s''' {{RoyaltyIcon}} store up to 333 wastepacks (2000 kg) at a time, and simply transporting waste will not anger the [[Empire]] - dumping it has the usual penalties. This costs 1 permit slot, has a cooldown of 40 days, and requires a [[noble]] pawn of at least Knight/Dame rank. This permit can theoretically support up to 5 bandwidth without honor costs (although the realistic value is slightly smaller).&lt;br /&gt;
* '''[[Wastepack atomizer]]s''' have no direct consequences from their use. However, they require a precious [[nano structuring chip]] to create, a fair amount of [[power]], and aren't fast. One atomizer can support 4.8 [[bandwidth]] of mechanoids - a [[mechanitor]] is very likely to have more.&lt;br /&gt;
* '''[[Polux tree]]s''', which are another clean form of pollution removal. These trees only grow naturally if there is plenty of pollution already, though [[polux seed|seeds]] can be bought from traders. They clean only 20% as fast as a [[Wastepack atomizer]], and can only clean if there is no artificial buildings in the area, but will erase [[pollution]] directly from the ground. This is also a downside for dealing with future pollution, as these trees do not stop wastepack infestations.&lt;br /&gt;
&lt;br /&gt;
[[File:Diabolus killing drop pods.png|thumb|336px|right|Diabolus destroying wastepack pods]]&lt;br /&gt;
When a landed [[transport pod]] is destroyed, its contents are vanished, which allows you:&lt;br /&gt;
&lt;br /&gt;
* '''Bomb landed transport pods''', which exploitatively deletes wastepacks carried in them, leaving only [[steel slag chunk]]s and no pollution. Each pod can load 25 wastepacks. However this method costs a lot of [[steel]]s and [[component]]s to operate.&lt;br /&gt;
** While pods drop scattered around the target position, they always drop in the chosen, enclosed room.&lt;br /&gt;
** The most reliable way to destroy landed transport pods is the [[hellsphere cannon]] of a [[Diabolus]], which can destroy 25 pods and 625 wastepacks in one hit.&lt;br /&gt;
&lt;br /&gt;
A pawn can be ordered to carry any chosen item by forming caravans. Additionally, by exploitatively forming caravans, a pawn can carry in its inventory up to the total colony carrying capacity, allows rapidly disposing wastepacks. This enables the following methods:&lt;br /&gt;
&lt;br /&gt;
* '''[[Death acidifier]]s''', which exploitatively deletes wastepacks carried on a pawn with the implant on death. This does not cause pollution.&lt;br /&gt;
* '''[[Subcore ripscanner]]s''', which exploitatively locks wastepacks carried on a pawn on death. The pawn's corpse can then be destroyed along with any wastepacks in its inventory. This does not cause pollution.&lt;br /&gt;
* '''Pollute the [[undercave]]'''{{AnomalyIcon}}, which also helps you deal with [[fleshbeast]]s since they are not immune to [[toxic buildup]]. Pollution of the undercave does not pollute your colony in any way, and they cease to exist once its associated [[pit gate]] collapsed.&lt;br /&gt;
** Note once the polluted tiles reach the Dreadmeld's room, it will slowly die of toxic buildup, triggering the cave to collapse as normal when it does.&lt;br /&gt;
* '''Pollute the [[labyrinth]]'''{{AnomalyIcon}}, but you must destroy all wastepacks there, or the [[warped obelisk]] will teleport them back to your colony when you leave there.&lt;br /&gt;
* '''Pollute the [[metal hell]]'''{{AnomalyIcon}}, wastepacks dropped there do not come back with your pawns.&lt;br /&gt;
* '''Pollute [[Quests#Ancient_Stockpile|Ancient Stockpile]]'''{{OdysseyIcon}}, for all the advantages of polluting the undercave, indefinitely.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wastepack_a.png&lt;br /&gt;
File:Wastepack_b.png&lt;br /&gt;
File:Wastepack_c.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Can destroy wastepacks on temp tiles to avoid relationship penalty loss.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added more consequences for dumping near a [[faction base]].&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sightstealer&amp;diff=177819</id>
		<title>Sightstealer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sightstealer&amp;diff=177819"/>
		<updated>2026-03-17T17:32:05Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Sightstealer&lt;br /&gt;
| image = Sightstealer.png&lt;br /&gt;
| description = Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 30&lt;br /&gt;
| anomaly knowledge = 1.5&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 2&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 70&lt;br /&gt;
| movespeed = 4.83&lt;br /&gt;
| healthscale = 0.75&lt;br /&gt;
| bodysize = 0.8&lt;br /&gt;
| body = Human&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 250&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 2&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| minimum comfortable temperature = -40&lt;br /&gt;
| maximum comfortable temperature = 60 &lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left claw&lt;br /&gt;
| attack1labelNoLocation = claw&lt;br /&gt;
| attack1dmg = 7.0&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1part = LeftHand&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right claw&lt;br /&gt;
| attack2labelNoLocation = claw&lt;br /&gt;
| attack2dmg = 7.0&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2part = RightHand&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3label = head&lt;br /&gt;
| attack3dmg = 3&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3part = HeadAttackTool&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3chancefactor = 0.1&lt;br /&gt;
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Sightstealer&lt;br /&gt;
| label = sightstealer&lt;br /&gt;
}}&lt;br /&gt;
The '''sightstealer''' is an [[entity]] added by the [[Anomaly DLC]]. It is likely to be one of the first anomalous entities a colony will encounter.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Sightstealers appear:&lt;br /&gt;
* In the [[sightstealer arrival]] event.&lt;br /&gt;
* When a [[creepjoiner]] becomes hostile due to friendly fire and has the [[Creepjoiner#Drawbacks|Sightstealer attack]] drawback.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{For|further detail about howling and multi-wave sightstealer attacks|Sightstealer arrival}}&lt;br /&gt;
Sightstealers are ambush predators, entering a map [[invisible]] to both pawns and the player, and remain so until they get close to a target. Targets of a Sightstealer includes colonists, friendly NPCs, and raiders. {{Check Tag|When is invis broken?| How close? Just proximity to another pawn or do they have to be targeting them? Mechs, enemy and friendly? Reports of them walking through tamed animals without detection etc.}}{{Check Tag|Targets?|Who do they target?}}{{Check Tag|Doors?|Can they pass through doors? Over fences?}} The player is not notified of a Sightstealer arrival, unless they are summoned by attacking a creepjoiner, in which case the player is only notified in advance. Sightstealers are also revealed from invisibility when they take damage, get hit by [[firefoam]] or an [[EMP]] explosion, or they are affected by a [[Disruptor flare pack#Summary|disruptor flash]], Sightstealers will return to being invisible when not nearby any targets. Invisible sightstealers will trigger [[proximity detector]]s when in range, however they will not be revealed by it. Additionally, they will make a howling sound effect and track [[filth]] even when invisible, you can look for this to narrow down their location, instead of using a proximity detector.&lt;br /&gt;
&lt;br /&gt;
Despite the description stating that it uses psychic influence to render themselves invisible, pawns with 0% [[psychic sensitivity]] are '''not'''  immune to this effect, and are unable to see them when they are invisible.&lt;br /&gt;
&lt;br /&gt;
Sightstealers do not trigger [[traps]] regardless of their current visibility.&lt;br /&gt;
&lt;br /&gt;
They are relatively weak entities in terms of both {{DPS}} and {{HP}}, feel [[pain]] and [[bleeding|bleed]] and have a high [[psychic sensitivity]] of {{%|{{P|Psychic Sensitivity}}}} - instead the primary risk comes from ambush and numbers. &lt;br /&gt;
&lt;br /&gt;
They do not sleep and bleed at 50% the normal rate.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The Sightstealer is fairly weak, requiring only 30 containment strength. This means you can use [[wood]]en [[wall]]s and a basic [[holding spot]] to contain it with minimal risk.&lt;br /&gt;
&lt;br /&gt;
Contained sightstealers yield 1.6 [[bioferrite]] per day when attached to a [[Bioferrite harvester]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==	&lt;br /&gt;
Only marginally more dangerous than an unarmed baseliner but with claws that can cause bleeding, a single sightstealer is unlikely to be a threat to most colonists. However, they can be dangerous in large groups especially if a pawn is caught by surprise. Their speed means that they can quickly surround pawns and, unlike manhunter packs, sightstealers give no warning for pawns to run inside. As such, if the initial sightstealer is spotted, a howl occurs, or &amp;quot;Distant shrieks&amp;quot; are heard, it's best to zone your colonists inside, install a [[proximity detector]] or turn up the game volume and listen for their howling sound. &lt;br /&gt;
&lt;br /&gt;
 '' '''Sightstealer revealed:''' A twisted creature has appeared out of thin air! ''&lt;br /&gt;
&lt;br /&gt;
Once they are detected, combat is largely similar to manhunters despite their anomalous nature. A constriction, strong [[Melee block]]ers and a good backline of gunners can handle even the largest sightstealer waves. Carefully targeted [[frag grenades]] from behind the melee blockers are also particularly devastating. Sightstealers are also vulnerable to fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple even a pack of sightstealers but watch out for burning sightstealers losing collision and moving through your blockers.&lt;br /&gt;
&lt;br /&gt;
If the colony contains a [[mechanitor]],{{BiotechIcon}} [[scyther]]s, [[scorcher]]s,{{BiotechIcon}} [[tesseron]]s,{{BiotechIcon}} and [[centipede burner]]s are effective counters. If a sightstealer howls, drafted mechanoids are valid targets for the sightstealers, and they will reveal themselves to attack. This can be used to force sightstealers to become visible before they draw close to colonists.&lt;br /&gt;
&lt;br /&gt;
Sightstealers is one of the easiest anomalies to contain, both in terms of containment requirment and risk posed during escapes. When combined with the ease of defeating them, they are effectively a blessing to most colonies, providing an easy source of beginning research.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you set up your colony on highly polluted terrain. A sightstealer can die before even harming your colonists, assuming you have enough time.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
{{Animal Health Table|Human}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sightstealer A east.png|Variant A facing east&lt;br /&gt;
Sightstealer A north.png|Variant A facing north&lt;br /&gt;
Sightstealer A south.png|Variant A facing south&lt;br /&gt;
&lt;br /&gt;
Sightstealer B east.png|Variant B facing east&lt;br /&gt;
Sightstealer B north.png|Variant B facing north&lt;br /&gt;
Sightstealer B south.png|Variant B facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sightstealer C east.png|Variant C facing east&lt;br /&gt;
Sightstealer C north.png|Variant C facing north&lt;br /&gt;
Sightstealer C south.png|Variant C facing south&lt;br /&gt;
&lt;br /&gt;
Sightstealer D east.png|Variant D facing east&lt;br /&gt;
Sightstealer D north.png|Variant D facing north&lt;br /&gt;
Sightstealer D south.png|Variant D facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated Sightstealer east.png|Desiccated facing east&lt;br /&gt;
Dessicated Sightstealer north.png|Desiccated facing north&lt;br /&gt;
Dessicated Sightstealer south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=177784</id>
		<title>Toxic wastepack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=177784"/>
		<updated>2026-03-17T20:46:31Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Disposal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=1) 1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all 2) Type }}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Toxic wastepack&lt;br /&gt;
| image = Wastepack_a.png&lt;br /&gt;
| type = &lt;br /&gt;
| tech level = &lt;br /&gt;
| description = A compacted package of toxic waste that will slowly dissolve if not frozen. The surface is heat-sealed for safe transport. Wastepacks will pollute the surrounding terrain if they dissolve, deteriorate, or are otherwise destroyed. Toxic wastepacks are flammable. If burned or damaged, they will release tox gas.&lt;br /&gt;
| mass base = 6&lt;br /&gt;
| stack limit = 5 &lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -40&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| deterioration = 4&lt;br /&gt;
| marketvalue  = 0&lt;br /&gt;
| defName = Wastepack&lt;br /&gt;
| thingCategories = ItemsMisc&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
'''Toxic wastepacks''' are waste products created by mech-related buildings or the cleanup of [[polluted]] tiles.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[Pollution pump]]s and pawns manually cleaning [[pollution]] on the ground will generate wastepacks, at a rate of 1 wastepack per 6 polluted tiles. Wastepacks may also be dropped into your colony as part of a [[Quests#Wastepack_Dumping|quest]].&lt;br /&gt;
&lt;br /&gt;
===Mechanoid Recharging and Gestation===&lt;br /&gt;
Toxic wastepacks are produced when [[friendly mechanoids]] utilize [[mech recharger]]s or [[large mech recharger]]s, or whenever a [[mech gestator]] or [[large mech gestator]] finishes gestating one. The amount of wastepacks produced is proportional to the Bandwidth of the mech recharged or gestated.&lt;br /&gt;
{{Mech Bandwidth}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Up to 5 toxic wastepacks can fit into 1 tile, and they do not fit on [[shelf|shelves]]. &lt;br /&gt;
&lt;br /&gt;
===Pollution===&lt;br /&gt;
When a wastepack is destroyed in any fashion, they will [[pollution|pollute]] 6 ground tiles of a colony, per wastepack. A full stack of 5 wastepacks pollutes 30 tiles. This pollution can spread through constructed [[wall]]s, but will not bypass natural stone walls.&lt;br /&gt;
&lt;br /&gt;
When burned or damaged, wastepacks release [[tox gas]], in addition to the pollution.&lt;br /&gt;
&lt;br /&gt;
When dumped from a [[caravan]], a caravan that is carrying them is destroyed, or sent via unmanned [[transport pod]], wastepacks will lower the [[goodwill]] of whatever faction has a faction base closest to the tile the wastepacks were dumped at, regardless of how far away that base is. The goodwill loss is proportional to the amount of waste dumped and its proximity to any nearby faction bases, ranging from {{--|1}} goodwill for just a few packs nearby up to {{--|60}} or more for multiple filled pods dumped directly on a base. Wastepacks dumped on the world map immediately pollute the world tile by 0.05%, requiring 2000 wastepacks to completely pollute a hex from 0% to 100%.&lt;br /&gt;
&lt;br /&gt;
If dumped in [[Orbit]]{{OdysseyIcon}}, wastepacks use the same proximity calculations as they do on the ground except that as the [[Traders guild]] is the only faction in orbit, they will always be the faction angered. Wastepacks dumped in orbit also will not result in tile pollution or affect the planet below.&lt;br /&gt;
&lt;br /&gt;
If the angered faction is hostile (including those made hostile by the wastepack dump), they may decide to retaliate. The percentage probability of retaliation is equal to the goodwill lost by the wastepack dump. Factions (except [[tribes]]) may retaliate by dropping wastepacks back at you, and hostile factions of any kind may send a [[raid]] in response to your &amp;quot;gifts&amp;quot;. Factions will randomly select (with equal probability) between the available responses, and the response will arrive after a random delay of one to three days. Multiple wastepack pod salvos done in short succession may result in back-to-back or even simultaneous raids. Both forms of retaliation are announced upon arrival with a &amp;quot;Pollution retaliation&amp;quot; letter.&lt;br /&gt;
&lt;br /&gt;
===Dissolving===&lt;br /&gt;
1 wastepack per stack will dissolve every 8 days, with the following factors:&lt;br /&gt;
* 0.5x if indoors.&lt;br /&gt;
* 2x if in [[Weather|rain]] and outdoors, even if [[roof]]ed.&lt;br /&gt;
* 0x if {{Temperature|0}} or lower. Any temperature above freezing point will not slow the dissolving of the wastepack.&lt;br /&gt;
&lt;br /&gt;
The packs also deteriorate in the same way as all other items. As an example, 5 Toxic wastepacks left out in the rain will dissolve 1 wastepack after 4 days and deteriorate the rest over the course of the next day or so as they lose HP at a rate of 20 per day outside in the rain. This means that even if temperature is below freezing when left outside or unroofed, a wastepack will slowly lose HP and eventually be destroyed, releasing the pollution inside. Unlike most other items, deterioration leaves behind the pollution inside rather than deleting the item altogether.&lt;br /&gt;
&lt;br /&gt;
===Gravship===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Unique to wastepacks, [[Gravship]]s cannot land on tiles occupied by them. When a wastepack dissolves on a tile occupied by a gravship hull the pollution will remain on the underlying and not within the gravship.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
===Storage===&lt;br /&gt;
A 7x7 room holds 245 wastepacks, and can be cooled by a single [[cooler]] in a double-walled room, and is effective up to an outside temperature of {{Temperature|41}}. 245 wastepacks are enough storage:&lt;br /&gt;
* To constantly run 8 [[bandwidth]] worth of [[mechanoids]] for 1 entire year, 4 bandwidth of mechs for 2 years...&lt;br /&gt;
* To store the waste of 2 [[toxifier generator]]s for ''6 years''. A [[pollution pump]], or a pawn cleaning the pollution by hand, is required to turn ground pollution into wastepacks.&lt;br /&gt;
Depending on [[biome|climate]] and freezer setup, you can get more storage with 1 cooler. And this is 1 cooler - worth {{Required Resources|Cooler}} and {{Q|Cooler|Power Consumption}} W of [[power]] (plus the material for [[wall]]s and [[door]]s). You can easily use multiple coolers to store your waste. This gives you enough time to get a form of waste disposal ready.&lt;br /&gt;
&lt;br /&gt;
===Disposal===&lt;br /&gt;
[[File:Wastepack disposal by shuttle.jpg|thumb|400px|right|&amp;lt;small&amp;gt;An Empire shuttle full of wastepacks. credit to /u/BenightedAlizar on r/rimworld&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Most means of destroying wastepacks have some sort of consequence:&lt;br /&gt;
&lt;br /&gt;
* '''Letting it pollute.''' Pollution is localized - wastepacks that deteriorate or dissolve away from your base won't have an impact, at least for a while. [[Insectoid]]s may come as wastepacks are destroyed, and [[acidic smog]] can happen at high enough pollution levels.&lt;br /&gt;
* '''Dumping it offsite.''' Dumping will always incur a goodwill loss for a single faction based on the current relationship status, distance from the nearest [[faction base]] and number of wastepacks dumped. You will receive significantly larger penalties for dumping closest to allies than for dumping closest to hostile or neutral factions (e.g 1 wastepack dumped directly on a hostile will give -1 goodwill but if dumped on an ally it will give -12 goodwill). When leaving toxic wastepack behind on a gravship all wastepacks left count as deteriorated and pollute the map hex respectively.&lt;br /&gt;
&lt;br /&gt;
You will always get at least -1 goodwill for dumping wastepacks. Even if you are situated on one pole of a 100% generated world and the nearest faction base is on the opposite pole and you dump a single wastepack one tile away from your base you will still receive a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Faction status !! Dumping distances in tiles !! Goodwill lost (25 wastepacks)&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 0 || 31&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 2 - 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 5 - 16 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 17+ || 1&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 0 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 2 - 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 6 - 18 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 19+ || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 0 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 2 - 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 5 - 16 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 17+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wastepacks may also be dropped back at you, and if the faction is already hostile, you may start a [[raid]]. Dumping within 4 tiles of your colony will increase the chance for acidic smog.&lt;br /&gt;
** '''[[Caravan]]s''' take time and food to set up, and have a limited carrying capacity - especially without [[pack animal]]s or [[friendly mechanoids]]. &lt;br /&gt;
** '''[[Transport pod]]s''' can dump wastepacks far away. 1 pod, which can store up to 25 wastepacks, and per launch costs {{Required Resources|Transport pod}}, and a variable amount of {{Icon Small|chemfuel}} [[chemfuel]] depending on how far you launch it.&lt;br /&gt;
** '''[[Imperial shuttle]]s''' {{RoyaltyIcon}} store up to 333 wastepacks (2000 kg) at a time, and simply transporting waste will not anger the [[Empire]] - dumping it has the usual penalties. This costs 1 permit slot, has a cooldown of 40 days, and requires a [[noble]] pawn of at least Knight/Dame rank. This permit can theoretically support up to 5 bandwidth without honor costs (although the realistic value is slightly smaller).&lt;br /&gt;
* '''[[Wastepack atomizer]]s''' have no direct consequences from their use. However, they require a precious [[nano structuring chip]] to create, a fair amount of [[power]], and aren't fast. One atomizer can support 4.8 [[bandwidth]] of mechanoids - a [[mechanitor]] is very likely to have more.&lt;br /&gt;
* '''[[Polux tree]]s''', which are another clean form of pollution removal. These trees only grow naturally if there is plenty of pollution already, though [[polux seed|seeds]] can be bought from traders. They clean only 20% as fast as a [[Wastepack atomizer]], and can only clean if there is no artificial buildings in the area, but will erase [[pollution]] directly from the ground. This is also a downside for dealing with future pollution, as these trees do not stop wastepack infestations.&lt;br /&gt;
&lt;br /&gt;
[[File:Diabolus killing drop pods.png|thumb|336px|right|Diabolus destroying wastepack pods]]&lt;br /&gt;
When a landed [[transport pod]] is destroyed, its contents are vanished, which allows you:&lt;br /&gt;
&lt;br /&gt;
* '''Bomb landed transport pods''', which exploitatively deletes wastepacks carried in them, leaving only [[steel slag chunk]]s and no pollution. Each pod can load 25 wastepacks. However this method costs a lot of [[steel]]s and [[component]]s to operate.&lt;br /&gt;
** While pods drop scattered around the target position, they always drop in the chosen, enclosed room.&lt;br /&gt;
** The most reliable way to destroy landed transport pods is the [[hellsphere cannon]] of a [[Diabolus]], which can destroy 25 pods and 625 wastepacks in one hit.&lt;br /&gt;
&lt;br /&gt;
A pawn can be ordered to carry any chosen item by forming caravans. Additionally, by exploitatively forming caravans, a pawn can carry in its inventory up to the total colony carrying capacity, allows rapidly disposing wastepacks. This enables the following methods:&lt;br /&gt;
&lt;br /&gt;
* '''[[Death acidifier]]s''', which exploitatively deletes wastepacks carried on a pawn with the implant on death. This does not cause pollution.&lt;br /&gt;
* '''[[Subcore ripscanner]]s''', which exploitatively locks wastepacks carried on a pawn on death. The pawn's corpse can then be destroyed along with any wastepacks in its inventory. This does not cause pollution.&lt;br /&gt;
* '''Pollute the [[undercave]]'''{{AnomalyIcon}}, which also helps you deal with [[fleshbeast]]s since they are not immune to [[toxic buildup]]. Pollution of the undercave does not pollute your colony in any way, and they cease to exist once its associated [[pit gate]] collapsed.&lt;br /&gt;
** Note once the polluted tiles reach the Dreadmeld's room, it will slowly die of toxic buildup, triggering the cave to collapse as normal when it does.&lt;br /&gt;
* '''Pollute the [[labyrinth]]'''{{AnomalyIcon}}, but you must destroy all wastepacks there, or the [[warped obelisk]] will teleport them back to your colony when you leave there.&lt;br /&gt;
* '''Pollute the [[metal hell]]'''{{AnomalyIcon}}, wastepacks dropped there do not come back with your pawns.&lt;br /&gt;
* '''Pollute [[Quests#Ancient_Stockpile|Ancient Stockpile]]'''{{OdysseyIcon}}, for all the advantages of polluting the undercave, indefinitely.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wastepack_a.png&lt;br /&gt;
File:Wastepack_b.png&lt;br /&gt;
File:Wastepack_c.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Can destroy wastepacks on temp tiles to avoid relationship penalty loss.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added more consequences for dumping near a [[faction base]].&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Legionary&amp;diff=177583</id>
		<title>Legionary</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Legionary&amp;diff=177583"/>
		<updated>2026-03-13T16:41:38Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{See also|Centurion}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Legionary&lt;br /&gt;
| image = LegionaryAncient east.png&lt;br /&gt;
| description = A combat support mechanoid with a wide-range bullet shield and mid-range needle gun. Designed to support other mechanoids, the legionary is vulnerable to anyone who can get inside its shield.&lt;br /&gt;
| combatPower = 150&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 4.3&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| psychic sensitivity = 0.5&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bandwidth cost = 2&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 0.72&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack2dmg = 12&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack3dmg = 8.5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunNeedleLauncher&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ultra mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 4&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = High subcore&lt;br /&gt;
| resource 3 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''legionary''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]] that projects a shield.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect medium mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||50}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead legionaries may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the legionary.&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
[[File:Legionary shield radius.png|thumb|left|175px|Radius of the legionary's shield with unshielded area denoted in red, partially shielded areas in gold (see Note right).&amp;lt;br&amp;gt; Note that despite the shield visually extends into the red tiles, it does not protect them.]]&lt;br /&gt;
&lt;br /&gt;
The legionary projects a shield that is 3 tiles in radius, centered on the mech and moving with it, and which is visible whenever drafted or attacked. The shield stops all incoming enemy ground-level fire from passing into the bubble. It does not prevent pawns of any faction that are inside from firing out.  Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Explosives projectiles will detonate on the shield edge. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] {{RoyaltyIcon}} will not be blocked by the shield, nor will explosions crossing the boundary.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Pawns on the tiles shown in [[gold tile|gold]] in the image to the left are shielded from attacks directly targeted at them, however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. &lt;br /&gt;
&lt;br /&gt;
The shield can absorb up to 200 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. &amp;lt;!--After the shield takes damage and a delay of {{ticks|120}} has passed,{{Check Tag|Verify|Verify delay time}}--&amp;gt; The shield regenerates charge at rate of 0.25 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|5400}} after which point the shield will be restored at full health. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield will disable the shield for {{ticks|1500}}, after which time the shield will be restored at full health. Note that {{Hover title|Version/1.6.4630|as of the time of writing}}, projectiles [[unique weapons]] with the [[EMP rounds]]{{OdysseyIcon}} trait do not disable the shield when striking it. It is currently unknown whether this is intended or considered a bug. It is also currently unknown if striking the mechanoid itself disables the shield.{{Check Tag|Verify}} Furthermore, unlike the mechanoid itself, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the mechanoid can be killed. Note that an EMP area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself&lt;br /&gt;
&lt;br /&gt;
If the [[EMP]] damage is dealt to the legionary itself, the shield is similarly disabled for {{ticks|1500}}, but will continue to regenerate as if it was not.&lt;br /&gt;
&lt;br /&gt;
A pawn does not need to be inside the shield to benefit from the effect, assuming the enemy is not inside the shield and that the shield is between them and their attacker the incoming rounds will be stopped. However, it does not prevent pawns from moving inside the shield and attacking.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: legionaries use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[large mech recharger]] (400W), for 50% power/day, creating 10 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Legionaries are always equipped with a [[needle launcher]], which they do not drop upon death. See the [[needle launcher]] page for further information.&lt;br /&gt;
&lt;br /&gt;
Legionaries have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Needs at least comparison to Centurion for mechanitors choosing a shield mech, but also there's strategies for using the shield, distribution on a firing line, lillboz design, and moee esoteric like square packing legionaries and letting them go wild in a walled tile to make a shield wall etc}}&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
* The launcher is weak, but don't underestimate it. It's still strong enough to destroy vulnerable organs, including the brain.&lt;br /&gt;
* EMP works well to break the shield, if you can get close enough at all. Legionaries are often surrounded by powerful mechanoids due to their advanced nature.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
The Legionary's shield provides a safe space for your ranged pawns to attack the enemy without worrying about retaliatory fire. With 200 hitpoints, slow firing weapons like pila, sniper rifles, and charge lances will no longer trouble your pawns as their slow fire rate gives the shield a bit of time to regenerate. However, care should still be utilized when relying on its shield. Exposure to rapid-fire weapons like miniguns or heavy charge blasters (both found on Centipedes) can shred the shield extremely fast.&lt;br /&gt;
&lt;br /&gt;
As a projected momentum repulsor field, the Legionary's shield is vulnerable to EMP, so try to take out enemies who wield EMP grenades or launchers first.&lt;br /&gt;
&lt;br /&gt;
===Compared to the Centurion===&lt;br /&gt;
When comparing to the Centurion, another shield wielding mech. Legionary offers superior cost to build, costing no advanced components or powerfocus chips and consuming 2 bandwith instead of 5, while also giving less shield coverage and health. If you plan to go on a quality over quanitity approach, and gestate a lot of higher tier mechs such as [[Centipede]]s it is more resource efficient to make one or two legionaries to defend them, rather than a single Centurion. If you are instead choosing to go on a quantity over quality approach. Gestating a Centurion provides higher shield coverage and lets you cram more mechanoids into the same shield.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Lancer}} &lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table|weapon=Needle launcher}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Both shield mechanoids, the centurion and the legionary, are named after positions in the ancient Roman Army. The Roman Army famously used large shields called scuta.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Legionary east.png| Age 0-99 Legionary facing east&lt;br /&gt;
Legionary north.png| Age 0-99 Legionary facing north&lt;br /&gt;
Legionary south.png| Age 0-99 Legionary facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
LegionaryAncient east.png| Age 100+ Legionary facing east&lt;br /&gt;
LegionaryAncient north.png| Age 100+ Legionary facing north&lt;br /&gt;
LegionaryAncient south.png| Age 100+ Legionary facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Weapon changed from needle gun to needle launcher. &lt;br /&gt;
* ? - Description changed to reflect change from needle gun to needle launcher. ''A combat support mechanoid with a wide range bullet shield and long-range needle gun. Designed to support other mechanoids from long range, the legionary is vulnerable to anyone who can get inside its shield.'' -&amp;gt; ''A combat support mechanoid with a wide-range bullet shield and mid-range needle gun. Designed to support other mechanoids, the legionary is vulnerable to anyone who can get inside its shield''&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Missing final period in legionary description.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cyclops&amp;diff=177476</id>
		<title>Cyclops</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cyclops&amp;diff=177476"/>
		<updated>2026-03-13T16:30:13Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* As an ally */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Cyclops&lt;br /&gt;
| image = Cyclops Ancient east.png&lt;br /&gt;
| description = A front-line combat mechanoid named for its large optical array. The cyclops specializes in counter-shield attacks. It takes a long time to lock onto a target, but once locked on, it fires a near endless barrage of shield-piercing beams.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| marketvalue = 1170&lt;br /&gt;
| combatPower = 110&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bandwidth cost = 2&lt;br /&gt;
| healthscale = 0.9&lt;br /&gt;
| bodysize =  1&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left leg&lt;br /&gt;
| attack2dmg = 12&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right leg&lt;br /&gt;
| attack3dmg = 8.5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2 &lt;br /&gt;
| weaponTags = WeaponBeamRepeater&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 2&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 5&lt;br /&gt;
| resource 4 = Standard subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Cyclopes'''&amp;lt;!--Cyclopes is the correct plural both in game, and in real life, do not &amp;quot;correct&amp;quot;--&amp;gt; a type of [[mechanoid]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly cyclopes can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect medium mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||50}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead cyclopes may be shredded at a [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as any missing parts on the cyclops.&lt;br /&gt;
&lt;br /&gt;
Mechs under player control{{BiotechIcon}} require power: cyclopes use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[large mech recharger]] (400W), for 50% power/day, creating 10 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Cyclopes march into position towards the front lines with their moderately short range until they have a clear line of sight with a pawn or turret, and will then fire their weapon. If their target is downed, they will keep firing until all shots of the burst were shot, meaning a downed entity could take a few extra hits after being downed. The Cyclopes will, however, stop shooting immediately if their target is destroyed or killed, if their target leaves their range, or if their line of sight is blocked.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Cyclopes are always equipped with a [[beam repeater]] of Normal [[quality]], which they do not drop upon death. See the [[beam repeater]] page for further information.&lt;br /&gt;
&lt;br /&gt;
Cyclopes have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Alone, a Cyclops doesn't pose much of a threat. Its very long aiming time of {{Ticks|{{Q|Beam repeater|Aiming Time Base}}}} and cooldown of {{Ticks|{{Q|Beam repeater|Ranged Cooldown Base}}}} mean a pawn wielding a regular firearm such as a [[heavy SMG]], an [[assault rifle]], or any gun with a relatively short shooting cycle has the time to fire and leave the Cyclops' range before it can fire on your pawns, making it an easy target to kite.&lt;br /&gt;
&lt;br /&gt;
In a group of mechanoids, or if kiting is not possible, a single burst of a Cyclops can cause tremendous damage and pain to pawns that do not have reliable armor against heat attacks or cover, adding 6% pain for every wound. Since Cyclopes are not as inaccurate as [[centipede]]s, they are more than capable of downing an unprotected pawn in a single burst of their beam repeater. Their health, being the same as a [[Pikeman]]'s, combined with their shorter reach make Cyclopes relatively frail and easy to take down.&lt;br /&gt;
&lt;br /&gt;
Should you encounter Cyclopes, consider kiting them if possible, take cover, and take them down before they get in a troublesome position. If you do not allow them to fire, they pose little threat to your pawns.&lt;br /&gt;
&lt;br /&gt;
Uniquely, the beam repeater dealing less damage to buildings may give them trouble when taking down turrets is required, as they only deal 40% of their usual damage on passable structures.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Ally analysis inadequate}}&lt;br /&gt;
The Cyclops' weapon is identical to the human-equippable [[Beam repeater|beam repeater]], which is favorable against humans equipped with heavy armor and shields. However, it is ineffective against hostile mechanoids. Might be preferred when fighting against spacer enemies such as the [[Shattered Empire]]&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Cyclops}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table|weapon=Beam repeater}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The cyclops, Polyphemus, plays a pivotal role in Homer's Odyssey, the epic of ancient Greek literature from which the name of the DLC that added this mechanoid comes.&lt;br /&gt;
* Despite the name of this mechanoid, cyclopes still have two eyes or &amp;quot;sight sensors&amp;quot;.&lt;br /&gt;
** Additionally, every light mechanoid ([[Militor]]s{{BiotechIcon}}, [[Lifter]]s{{BiotechIcon}}, [[Constructoid]]s{{BiotechIcon}}, [[Fabricor]]s{{BiotechIcon}}, [[Agrihand]]s{{BiotechIcon}}, [[Cleansweeper]]s{{BiotechIcon}}, [[War urchin]]s{{BiotechIcon}}, and [[Paramedic]]s{{BiotechIcon}}) only have one sight sensor.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cyclops_east.png| Age 0-99 Cyclops facing east&lt;br /&gt;
Cyclops_north.png| Age 0-99 Cyclops facing north&lt;br /&gt;
Cyclops_south.png| Age 0-99 Cyclops facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cyclops_Ancient_east.png| Age 100+ Cylcops facing east&lt;br /&gt;
Cyclops_Ancient_north.png| Age 100+ Cylcops facing north&lt;br /&gt;
Cyclops_Ancient_south.png| Age 100+ Cylcops facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Diabolus&amp;diff=177475</id>
		<title>Diabolus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Diabolus&amp;diff=177475"/>
		<updated>2026-03-13T16:33:32Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis - As an ally */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|none&lt;br /&gt;
| name = Diabolus&lt;br /&gt;
| image = DiabolusAncient east.png&lt;br /&gt;
| description = An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates the hellsphere cannon's waste power in a heat column mounted on its back, which can pulse to ignite flammable objects nearby. &amp;lt;br/&amp;gt;This mech's name comes from a thousand-year-old poem written by a Haspian monk who survived the erasure of his monastery. His religiously-tinged work describes a razor-bodied fiend pulsing with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depiction.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 2.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| psychic sensitivity = 0.75&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| EMP resistance = 0.60&lt;br /&gt;
| bandwidth cost = 5&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 4.5&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 18&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = HellsphereCannonGun&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 12&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 300&lt;br /&gt;
| resource 3 = Signal chip&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = High subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''diabolus''' (pl. '''diaboli'''){{Ref label|Plural|1}} is a [[mechanoid commander]] added by the [[Biotech DLC]]. It drops the [[signal chip]], required to research further [[mechanitor]] technology.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more diaboli can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a diabolus requires a [[mechanitor]] and a powered [[comms console]]. Constructing a comms console requires the [[Research#{{Q|Comms console|Required Research}}|{{Q|Comms console|Required Research}}]] research. Unlike the buildings used to summon the other mechanoid commanders, the console is not consumed in the process.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a diabolus before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple diaboli at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault. The maximum size is reached after summoning the diabolus 8 times.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Number of bosses&lt;br /&gt;
! [[Heavy shield unit]]&lt;br /&gt;
! Escort&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x1&lt;br /&gt;
| No&lt;br /&gt;
| {{Icon Small|Militor|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x1&lt;br /&gt;
| No&lt;br /&gt;
| {{Icon Small|Militor|25}}x4 {{Icon Small|Pikeman|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x7 {{Icon Small|Pikeman|25}}x2 {{Icon Small|Tesseron|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x10 {{Icon Small|Legionary|25}}x3 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x10 {{Icon Small|Scyther|25}}x5 {{Icon Small|Centipede gunner|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x15 {{Icon Small|Pikeman|25}}x8 {{Icon Small|Centipede gunner|25}}x4 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x15 {{Icon Small|Lancer|25}}x10 {{Icon Small|Centipede gunner|25}}x4&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x3&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x15 {{Icon Small|Tesseron|25}}x10 {{Icon Small|Centipede gunner|25}}x6 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, beyond wave 8, each new waves is chosen randomly from wave 3 to 8. The selection isn't purely random: it is determined by the world seed and the number of summons made prior. As such, the sequence of waves after wave 8 will be the same for a given seed. The wave count is per playthrough, not per colony or map. If the diabolus is summoned once on one map, summoning another on a second map will bring the second wave. [[Endings#The_Archonexus|The Archonexus]] colony reset does reset this progression.&lt;br /&gt;
&lt;br /&gt;
Every diabolus will drop a separate signal chip, it doesn't need to be &amp;quot;the boss&amp;quot; of a wave, or even to come as a summon.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly diaboli can also be resurrected at the {{lc:{{P|Production Facility 1}} }} using the &amp;quot;''Resurrect ultraheavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly diabolus, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{Ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The diabolus is an ultra-heavy mechanoid. {{Mechanoid Summary}} Diaboli have an [[EMP]] resistance of 60%, meaning they are stunned for 60% less time.&lt;br /&gt;
&lt;br /&gt;
The diabolus is immune to [[psychic lance]]s. In addition, the [[skip]], [[chaos skip]], [[berserk]], and [[berserk pulse]] [[psycast]]s{{RoyaltyIcon}} do not function against the diabolus due to &amp;quot;Psychic Resistance&amp;quot;. Like most other mechanoids, the diabolus has 50% [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
Dead diaboli may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the diabolus.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile diabolus rewards the player with a [[signal chip]] regardless of whether they were summoned or came as part of a raid. Studying one is required to research [[Research#Standard_Mechtech|Standard Mechtech]], and they can also be used to create various mechanitor gear, or even your own diabolus.&lt;br /&gt;
&lt;br /&gt;
Friendly diaboli recharge in a [[large mech recharger]], creating 5 [[wastepack]]s to go from empty to full charge. This totals in 25 wastepacks whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
An enemy diabolus alternates between two long range attacks:&lt;br /&gt;
&lt;br /&gt;
# [[Hellsphere cannon]]. When using this attack, diabolus will create a red circle around a target. This circle indicates where diabolus is aiming. It is to be noted that unlike almost every other weapon, the hellsphere cannon will not track its target while aiming and will instead keep aiming at the same spot. After a {{Ticks|450}} warmup, the cannon fires an extremely fast explosive projectile, which upon exploding will leave a large radius of [[fire]]. The blast is slightly larger than the visual circle, so err on the side of caution. This attack only has a range of {{Q|Hellsphere cannon|Range}} tiles, but also has a minimum range of {{Q|Hellsphere cannon|Minimum Range}} tiles.&lt;br /&gt;
#* The explosive projectile deals ''{{Q|Hellsphere cannon|Damage Base}}'' [[Damage_Types#Vaporize|Vaporize]] damage, increased to {{#expr:{{Q|Hellsphere cannon|Damage Base}}*2}} damage against passable structures and {{#expr:{{Q|Hellsphere cannon|Damage Base}}*4}} damage against impassable structures. As an explosive, it ignores cover and has 100% accuracy. This checks Heat armor, but has a massive {{Q|Hellsphere cannon|Armor Penetration}}% {{AP}}. However, due to the fact that Vaporize damage does not overflow, the majority of this damage often ends up overkilling just one or 2 body parts, leading to much lower effective damage output&lt;br /&gt;
#* Unlike other ranged weapons, once initialized, it will continue to fire, even if the diabolus is engaged in melee in the meantime. Engaging in melee will prevent ''future'' shots being initialized, but puts combatants at risk of the diabolus' fire burst, so mechanoids or heavily heat-armored pawns are ideal for such an approach.&lt;br /&gt;
# [[Charge blaster turret]]. This fires a single shot at relatively low damage and is affected by cover, but can do so from a very long range (44.9 tiles). It can also be fired while moving, firing the hellsphere cannon, or performing other activities, and it has almost no warmup time.&lt;br /&gt;
&lt;br /&gt;
Note that they do not drop either weapon upon death.&lt;br /&gt;
[[File:FireBurst.png|64px|left|thumb|The gizmo used to trigger the fire burst]]&lt;br /&gt;
&lt;br /&gt;
Diaboli have the ability to emit a &amp;quot;fire burst&amp;quot; on a {{Ticks/gametime|2700}} cooldown. It begins emitting visible fumes and randomly depositing [[Filth#Chemfuel puddle|chemfuel puddles]] in spaces within 5.9 tiles around itself; after 3 seconds, it fills in the remaining spaces in that radius with chemfuel puddles and releases a 10-damage [[Damage Types#Flame|Flame]] explosion with the same radius, dealing damage and igniting the puddles. As of RimWorld version 1.5, enemy diaboli that are currently 'fighting enemies' (as opposed to wandering around in preparation for an assault, pathing towards a colony, or opening fire on random buildings) will use their fire burst if attacked or even just aimed at by a pawn within 65 tiles, regardless of whether or not the burst would hit anything. Player-controlled diaboli must have their fire burst manually triggered by the player.&lt;br /&gt;
&lt;br /&gt;
An enemy diabolus won't actively try to breach walls, and it will never appear in [[breacher]] raids. However, they will use their [[hellsphere cannon]] to breach through walls, similar to [[termite]]s, if no pawns are accessible. They will also destroy buildings and objects, like any other raider.&lt;br /&gt;
&lt;br /&gt;
When summoned, all diaboli after the first two waves will spawn with a [[heavy shield unit]], which has a strength of 400 HP - equal to 133 HP of actual damage. Note that it recharges x10 slower than a normal [[shield belt]]. It is currently unknown whether diaboli that spawn as part of regular raids can spawn with the shield.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecharge|4.0}}{{#vardefine:baseregen|0.013}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! Shield stats&lt;br /&gt;
! Value&lt;br /&gt;
|- &lt;br /&gt;
! Maximum charge&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Damage capacity&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*(100/3.3) round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Recharge rate (energy per second)&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.00*100 round 1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Kiting and spreading out is key to taking out the diabolus. The biggest threat is by far its hellsphere cannon, which can instakill almost anyone and anything. For reference, a pawn with the [[Tough]] trait, [[fire resistant]] gene, and wearing a legendary [[duster]], [[formal vest]] {{RoyaltyIcon}} / [[corset]] {{RoyaltyIcon}}, and [[button down shirt]] made of [[devilstrand]] still has a 28% chance of immediately dying from torso damage. Players should instead prioritize avoiding the shot in any way possible, either by moving pawns out of the way, staying out of range, or by being too close to target with the cannon.&lt;br /&gt;
&lt;br /&gt;
Be extra careful about [[fire]]; if not from the diabolus' blasts, then from the wildfires caused by them, or by the [[tesseron]]s alongside it. Pawns lit on fire can't be controlled, so you can't order them out of the blast range, which is nearly certain to be fatal. Also be wary of the ''Fleeing Fire'' [[mental break]], caused by being a [[children|child]] or having the pyrophobia [[gene]]. While short, it is still just as dangerous as any mental break with a diabolus. A [[firefoam pop pack]] is very helpful.&lt;br /&gt;
&lt;br /&gt;
You should manually move pawns away from the blast radius, always allowing yourself the option to retreat. Split up your pawns, which will allow more of them to focus on shooting instead of running. You can even use your own [[militor]]s to lure the cannon or flame burst; their range is short enough to justify staying close, anyway. It only has 1 non-flame attack, so even a [[cleansweeper]] can stall for some time.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
[[File:Diabolus waterskip.png|thumb|Waterskip psycast used to cancel the diabolus' fire burst]]&lt;br /&gt;
Melee can be an effective tactic. But with fire vulnerable pawns, it is ''highly'' advised to NOT use melee attacks, due to the close-ranged burst. Sufficient fire protection ([[devilstrand]] clothing, [[phoenix armor]],{{RoyaltyIcon}} [[impids]]' fire resistance) can help tank the flames, and your own mechanoids are completely immune to fire. [[Firefoam]] or the [[waterskip]] psycast{{RoyaltyIcon}} can extinguish fire on your pawns, but heat damage still applies.&lt;br /&gt;
&lt;br /&gt;
=== Using EMP ===&lt;br /&gt;
Despite their resistance, diaboli are still vulnerable to [[EMP]] attacks. However because of the EMPs reduced uptime, you may want to use EMP damage tactically. Stunning the diabolus interrupts the hellsphere cannon, so EMPs can be timed to prevent the cannon from firing and potentially save a pawn's life. If the diabolus is still adapted while firing, and therefore temporarily immune to further EMP stuns, then this strategy cannot be used. EMP should thus be used sparingly, rather than fired at will. &lt;br /&gt;
&lt;br /&gt;
The exception to this is once diaboli spawn with [[Heavy shield unit|shields]], which can be broken instantly by EMP. In that case it is usually better to use EMPs immediately rather than attempt to interrupt a blast. This will kill the diabolus faster, which prevents more hellsphere shots overall.&lt;br /&gt;
&lt;br /&gt;
=== Psycasts ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[File:Diabolus self anniliation.png|thumb|2 diaboli tricked into targeting eachother]]&lt;br /&gt;
Diaboli, with their 75% [[psychic sensitivity]], are vulnerable to certain [[psycasts]]. [[Beckon]] will interrupt either of its charged attacks, even if immediately broken by damage. If there are multiple diaboli in a raid, you can use Beckon to trick them into hellsphering each other.&lt;br /&gt;
&lt;br /&gt;
Casting [[Berserk (psycast)|Berserk]] on its ally can cause it to waste a lot of time on charging a friendly fire attack, which it cannot interrupt on its own. Berserk cannot be cast on diaboli, since like other mechanoid commanders they are immune to psychic insanity.&lt;br /&gt;
&lt;br /&gt;
The [[Skipshield]] psycast can be used against diaboli in much the same way it can be used against raiders equipped with [[Doomsday rocket launcher|Doomsday]]/[[Triple rocket launcher]]. Shields and skipshields block the hellsphere cannon, causing the diabolus to damage/kill itself if the barrier is close enough.&lt;br /&gt;
&lt;br /&gt;
Diaboli are too big to be affected by the [[Skip]] psycast and its variants.&lt;br /&gt;
&lt;br /&gt;
=== When you should fight ===&lt;br /&gt;
The first diabolus battle is a major hurdle for any [[mechanitor]]. For a solo mechanitor playthrough, a mechanitor armed with an [[assault rifle]], 4-5 [[militor]]s, and a small crew of labor mechs like [[agrihand]]s are enough to take out the first diabolus, with the following strategies:&lt;br /&gt;
&lt;br /&gt;
* Spread out. Have each militor close enough to the enemies, and labor mechs ready to melee. Ideally, only 1 mech is in the hellsphere blast at a time.&lt;br /&gt;
* Have your mechanitor &amp;amp; militors focus fire each enemy militor until they die. The faster the small mechs die, the less damage you'll sustain. &lt;br /&gt;
* Have each labor mech melee a separate enemy. Militors in melee cannot fire their guns, reducing damage accordingly.&lt;br /&gt;
* With the diabolus inefficiently firing hellspheres / flame bursts at your mechanoids, take it down. The pulse turret can still hurt, especially for the labor mechs, but it should die.&lt;br /&gt;
&lt;br /&gt;
Alternatively, running the diabolus down 30-40 wood [[spike trap]]s, or 10-15 steel spike traps, is enough to do the trick. A [[triple rocket launcher]] can be handy, but don't harm your own mechs!&lt;br /&gt;
&lt;br /&gt;
With a multi-colonist colony, you can have each pawn wield a long-range weapon like the [[bolt-action rifle]] or assault rifle. Whenever you get into the hellsphere cannon's range, back off. You can combine this with the aforementioned mech strategies to be more successful. With just the pulse turret to worry about, the diabolus becomes about as strong as 2 [[pikemen]] (just with a lot more health).&lt;br /&gt;
&lt;br /&gt;
=== As a counter raid ===&lt;br /&gt;
Diabolus (and any mech boss) can be summoned defensively against any other non-mech raid, sometimes to a great efficiency since hostile raids will more often than not prefer to fight each other and diabolus can be summoned every 2 days without any additional buildings which can make certain endgame sequences considerably easier.&lt;br /&gt;
&lt;br /&gt;
== Analysis - As an ally ==&lt;br /&gt;
{{Stub|section=1|reason=Why build the diabolus? Also tactics. Diabolus killbox example and synergy with [[Skipshield]]}}&lt;br /&gt;
Slow and with a little more health &amp;amp; armor than a [[centipede]], diaboli are best used against stationary threats like [[siege]]s, [[mech cluster]]s,{{RoyaltyIcon}} and other mech commanders as well as centipedes. The [[charge blaster turret]] is more of a gimmick, when the diabolus slowly closes distance. It's faster than a centipede, but not a lot: a speed of 2.4 c/s compared to 1.9 c/s.&lt;br /&gt;
&lt;br /&gt;
But when it's close, it's a tank killer. The [[hellsphere cannon]] is a devastating tool. It does 800 [[Vaporize]] damage with an AP of 100%, about 2/3 more than a [[antigrain warhead]]. It can easily one-shot or at least massively soften up even the strongest enemy mechanoids. While you can dodge enemy hellsphere cannon shots with some micro management thanks to its long wind-up time, the enemy won't. They just stand there and get destroyed.&lt;br /&gt;
&lt;br /&gt;
A diabolus can destroy [[obelisk]]s{{AnomalyIcon}} in one hit, removing them from map without triggering their activation effect.&lt;br /&gt;
&lt;br /&gt;
Watch out for the hellsphere cannon accidentally destroying items, including the chips dropped by all 3 mechanoid commanders.&lt;br /&gt;
&lt;br /&gt;
Due to the efficacy of fire against insectoids, the diabolus can be an effective way to eliminate infestations. This risks the diabolus' own body if the insectoids manage to destroy it, potentially preventing resurrection and wasting resources, especially if in a room whose floor is made of a flammable material like wood.&lt;br /&gt;
&lt;br /&gt;
When using the remote shielder, be very careful. If the shield is active when the hellsphere cannon is fired, the shot will hit the shield, damaging the diabolus and anything within point blank range.&lt;br /&gt;
&lt;br /&gt;
Since the hellsphere cannon also deals vaporize damage, it is quite useful against tribal raids assuming you can fire it into the crowd early.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Diabolus}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Recode|section=1|reason=Verify melee verbs are correct given weirdness about the turret}}&lt;br /&gt;
{{Pawn Attack Table|weapon=Hellsphere cannon}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Diabolus east.png| Age 0-99 Diabolus facing east&lt;br /&gt;
Diabolus north.png| Age 0-99 Diabolus facing north&lt;br /&gt;
Diabolus south.png| Age 0-99 Diabolus facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
DiabolusAncient east.png| Age 100+ Diabolus facing east&lt;br /&gt;
DiabolusAncient north.png| Age 100+ Diabolus facing north&lt;br /&gt;
DiabolusAncient south.png| Age 100+ Diabolus facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: match diabolus fire burst range to its range overlay.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Diabolus has two 'first' body rings.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Comms console diabolus threat cannot be called by mechanitors if mech faction is disabled.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Increased EMP resistance from 30% to 60%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Diabolus' fire burst shoots fuel through the walls.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Now immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Super-mechanoids cannot be called when there is already another super-mechanoid on the way.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - [[Berserk]]{{RoyaltyIcon}} and similar [[psycasts]]{{RoyaltyIcon}} no longer work on mechanoid bosses.&lt;br /&gt;
&lt;br /&gt;
{{Nav|mechanoid|wide}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Note|Plural|1}} - Cynapse - Ludeon Developer, Rimword Official Development Discord 22 Jan 2023&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=177219</id>
		<title>Remote shielder</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=177219"/>
		<updated>2026-03-11T18:28:02Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Remote shielder&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = &lt;br /&gt;
| description = An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.&amp;lt;br/&amp;gt;Placing a shield at a distance requires a substantial amount of energy. It can be used to save a mech at a critical moment.&amp;lt;br/&amp;gt;This implant can be self-installed in the same way as the mechlink.&amp;lt;br/&amp;gt;This implant can be installed up to 3 times to increase its range and shield energy.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Powerfocus chip&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = &lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue  = 1200&lt;br /&gt;
| thingCategories = BodyPartsMechtech&lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
'''Remote shielders''' are [[artificial body parts]] and upgrades to a [[mechanitor]]s [[Mechlink]] added by the [[Biotech DLC]]{{BiotechIcon}} that allow a mechanitor to remotely create a shield around their [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Many check tags}}&lt;br /&gt;
{{Image wanted|section=1|reason=AoE in [[:Category:Images - Graphics|standard style]], ideally with a graphical reprsentation of the three different ranges at which the mechanitor can stand from the target mech. also check of for shield weirdness - e.g. the gold tiles and why they exist on the [[low shield pack]]'s equivalent}}&lt;br /&gt;
[[File:RW1.5_mech_remote_shield_icon.png|left|100px]]{{Quote|''Remotely project a personal defense shield onto a mech. The shield stops incoming damage, but also prevents shooting out, so this can be useful even when cast on enemies. The mechanitor must continuously focus on the mech in order to maintain the shield.''|&amp;quot;Remote Shield&amp;quot; ability description}}&lt;br /&gt;
&lt;br /&gt;
Having at least 1 remote shielder installed gives access to the ''Remote Shield'' ability which can be cast on any [[mechanoid]] within range and line of sight, the mech moving out of line of sight will cancel the shield. The mechanoid does not need to be linked to the user and can even be hostile. Note that hostile mechs will continue attempting to fire their weapons from within the shield, damaging the shield in the process.&lt;br /&gt;
&lt;br /&gt;
Using the shield has no warmup time{{Check Tag|Pause instant?|Unlike low shields will not apply while paused, unsure how to phrase this though}} and no direct resource cost other than your mechanitor's full attention. The shield lasts roughly 30 seconds. {{Check Tag|Duration verification}} Instructing the mechanitor to take any action will cancel the shield immediately - this includes, but is not limited to, moving, attacking, undrafting, and using other abilities such as [[psycasts]].{{RoyaltyIcon}}. Downing or killing the mechanitor cancels the shield while injuries to the mechanitor do not.  When the shield is broken, expires, or is cancelled, the effect ends and a {{Ticks|300}} cooldown is imposed, which starts as soon as mechanitor stops projecting the shield. The termination of the shield has no other effect on the mechanoid or mechanitor, regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
Remote shielders have a [[max install count]] of three, meaning up to 3 remote shielders can be installed in each mechanitor's brain. Each installed shielder increases [[Mech Remote Shield Distance |range]] at which the target can be shielded and the [[Mech Remote Shield Energy|energy]] of the shield as follows:  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Num.&amp;lt;br&amp;gt;Shielders !! Shield range&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt; !! Shield energy&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;i.e. Damage capacity&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 7.9 ||  75&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 13.9 || 150 &lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 19.9 || 225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon casting, a 3x3 shield surrounds the targeted mechanoid, following it as the mechanoid moves. The shield will break if the mechanoid moves outside the remote shielder's range. The shield stops all incoming and outgoing ground-level{{Check Tag|Verify|Check if it stops aerodrones/bombardments - mortars will be hard to distinguish given the small radius}} fire from passing through the bubble, including fire from the target mechanoid, and detonates explosive projectiles at the point of impact with the shield radius. &amp;lt;!--Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary including those from intercepted projectiles.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The shield can absorb damage equal to its shield energy before breaking. The shield recharges energy extremely slowly at a rate of roughly 0.2 energy/second which is not interrupted by damage and does not scale with the number of installed implants.{{Check Tag| Exact numbers required|}}{{Check Tag|Check energy|Describe how to check energy, what in god's name is going on with this check?}} If an attack would is sufficient to completely deplete the shield's charge, then the shield is broken and any damage remaining is negated.&lt;br /&gt;
&lt;br /&gt;
EMPing the shielded mech directly immediately disables the shield however EMP explosions that merely overlap with the shield's radius do not effect it. The shield does not protect the mech from EMP. EMP projectiles that are intercepted by the shield but do not EMP the mech (such as an EMP launcher hitting the corner of the shield) disable the shield but do not impact the mech. EMPing the Mechanitor has no effect on the shield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The shield will be terminated when the shield intercepts a projectile that deals [[EMP]] damage or when EMP damage from any source is dealt to the mechanoid itself. Projectiles that the shield type does not stop, such as [[EMP shells]], will not have any effect when crossing the shield, nor does an EMP's area of effect overlapping with the projected shield - a projectile must be intercepted or the EMP damage must be dealt to the mechanoid.--&amp;gt;&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Unlike most medical implants, the remote shielder is not installed via an [[operation]] and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click &amp;quot;Implant remote shielder&amp;quot; or &amp;quot;Upgrade remote shielder to level X&amp;quot; if one has already been installed. &lt;br /&gt;
&lt;br /&gt;
A max of 3 can be installed on any one mechanitor and they cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the mechlink will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Needs more detail}}&lt;br /&gt;
Similar to the [[Remote repairer]], the Remote shielder can be used on high value mechs on the frontlines to increase their survivability, or even used to save a mech if it's about to die and let it make an escape. Its best used on ultraheavy mechs like [[War queen]]'s, where ressurecting them is very time and steel intensive. Alternatively it can be used on melee mechs with zero drawbacks, [[scyther]]s particularly benefit from that. Alternatively with some micro one could save some resources on an otherwise disposable mech, by shielding it from a especially heavy hitting shot such as a doomsday rocket launcher.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Increased the health of the mechanitor's remote shielder ability to 75/150/225 {{Check Tag|From?|What was the value before the change?}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=177215</id>
		<title>Human resources</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=177215"/>
		<updated>2026-03-11T20:41:18Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Extracting organs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
'''Human resources''' are everything that an otherwise-useless human body, living or dead, can offer. If you aren't squeamish, organs and other resources can be extracted from prisoners, prisoners can be sold as slaves or executed or used for even darker purposes, and corpses can be broken down for [[Human meat|food]] and [[Human leather|leather]]. You may be doing what you need to survive in terribly harsh circumstances, or simply profiting off of your enemies' misfortune.&lt;br /&gt;
&lt;br /&gt;
However, exploiting human resources can impart significant [[mood]] penalties on many colonists. 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 the [[Ideology DLC]]{{IdeologyIcon}} or mods.&lt;br /&gt;
&lt;br /&gt;
Note that selling items gets less than [[market value]], sometimes much less. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills, etc.]] and [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Living prisoners can be stripped of their possessions and [[clothing]] without penalty, and [[Prisoner#Recruitment|recruited]] (assuming they aren't [[unwaveringly loyal]]), [[Slavery|taken as slaves]]{{IdeologyIcon}}, or converted to loyal [[ghoul]]s{{AnomalyIcon}}. But what about prisoners not worth taking on as permanent members of your colony?&lt;br /&gt;
&lt;br /&gt;
=== Selling as slaves ===&lt;br /&gt;
Not to be confused with [[Slavery|keeping pawns as slaves]]{{IdeologyIcon}}, prisoners can be [[trade|sold]] as slaves to other factions. Humans have a base value of {{Icon Small|silver}} {{Q|Human|Market Value Base #}}. This is [[Market Value#Pawn value|modified by]] traits, skills, injuries, ailments, and organ loss, and increased directly by their bionics' value. Most often, prisoners are worth less than the base human market value. Selling a prisoner is a quick way to get a decent amount of money quickly, inflicts a smaller [[#Mood table|mood penalty]] than some of the other options, and gives us a baseline to compare other options to. However, you may need to wait: only slave caravans, slave ships, and [[faction base]]s accept slaves. Of those, only faction bases are reliably available for trade, and visiting them requires a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
====Royal tribute collector====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Prisoners can also be sold for [[Titles#Honor|honor]] to a Royal tribute collector, inflicting [[#Mood table|the usual mood penalties]]. Each prisoner is worth 3 honor each, equal to {{Icon Small|gold||200}} [[gold]], nominally worth {{Icon Small|silver||{{#expr:200*{{Q|Gold|Market Value Base #}}}}}} silver. The market value 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 Royal tribute collector only visits every so often.&lt;br /&gt;
&lt;br /&gt;
Honor itself can be converted into silver at a 4 honor : {{Icon Small|silver||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 get 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, it's best to only take the honor if you actually want it as the final product, not to convert it into silver.&lt;br /&gt;
&lt;br /&gt;
=== Extracting organs ===&lt;br /&gt;
{{See also|Surgery|Medical Surgery Success Chance}}&lt;br /&gt;
A healthy pawn can give a [[lung]], a [[kidney]], and a [[heart]] or [[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. Most prisoners are worth more as organs than as slaves, and organs can be used for your own diseased or injured pawns, or more easily sold than slaves. However, each harvested organ and deceased patient inflicts [[#Mood table|stacking mood penalties]] under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Organ harvesting requires a live pawn, a doctor, and 2 units of [[herbal medicine]] (worth {{Icon Small|silver||{{#expr:2*{{Q|Herbal medicine|Market Value Base}}}}}}) or better for each organ. Organs must be undamaged; diseased organs are not available to harvest. The [[kidney]]s, [[lung]]s, [[liver]], and [[heart]] are all options for harvesting. You can typically harvest the following from a healthy pawn:&lt;br /&gt;
&lt;br /&gt;
* 1 kidney worth {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}&lt;br /&gt;
* 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}&lt;br /&gt;
* ''Either'' 1 heart or 1 liver, worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}. Harvesting either will typically kill the donor pawn.&lt;br /&gt;
&lt;br /&gt;
Harvesting these 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.&lt;br /&gt;
&lt;br /&gt;
If you're unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver. One lung and kidney are worth a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}}}}}}. If the organ &amp;quot;donor&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Not all pawns and circumstances are typical. Some pawns are worth more or less as organ donors.&lt;br /&gt;
&lt;br /&gt;
If the heart and liver are both unavailable (typically due to injury or sickness), 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 #}}}}}}.&lt;br /&gt;
&lt;br /&gt;
If you have a [[prosthetic heart]], which is worth {{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 #}}}}}}. (If you don't want to organ-murder the patient, skip the liver, for a total value of {{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 #}}}}}}.) This is more efficient if you can craft your own prosthetic hearts, as items are always bought and sold at a loss.&lt;br /&gt;
&lt;br /&gt;
If the pawn has the [[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. 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 #}}}}}}. &lt;br /&gt;
&lt;br /&gt;
A [[Void touched]]{{AnomalyIcon}} pawn with the Deathless gene will grow back organs, and can be duplicated using a [[Corrupted obelisk]]{{AnomalyIcon}} to create a renewable source of organs for infinite profit, but this requires completion of the [[Anomaly (DLC)]]{{AnomalyIcon}}. Deathless void touched prisoners will be comatose until vital organs are regrown, preventing them from attempting any breakouts.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[unnatural healing]] can work as an slow organ printer. By capturing a prisoner, and removing all but the most vital organs, then using unnatural healing to restore said organs, you can get a steady supply of new organs. The process is much slower than just extracting organs from more pepole, And will make the prisoner very upset. But guarantees that you will have atleast 1 organ to sell/use. The famous/infamous Peg leg removal method wont work to limit prison breakouts, as unnatural healing has a chance of giving the prisoner a new leg as a replacement. To aid the organ extraction process, an diet of hard drugs such as [[Yayo]] and implants like [[Joywire]] can counter the mood penalties inflicted due to organ harvesting.&lt;br /&gt;
&lt;br /&gt;
=== Artificial body parts ===&lt;br /&gt;
Most [[artificial body parts]] can be surgically removed without any mood debuffs, to be reused for your own colony's pawns or resold. Removing artificial parts reduces the market value of the prisoner, both by deducting the value of the implant, and (in most cases) also because of the now-missing body part and decreased [[Capacity|capacities]].&lt;br /&gt;
&lt;br /&gt;
Removing a [[bionic heart]] or [[prosthetic heart]] will immediately organ-murder the patient, with the usual [[#Mood table|mood penalties]]. This can also happen with a [[detoxifier lung]]{{BiotechIcon}} or [[detoxifier kidney]]{{BiotechIcon}} if the patient doesn't have a second lung or kidney remaining.&lt;br /&gt;
&lt;br /&gt;
[[Peg leg]]s and [[wooden hand]]s and [[Wooden foot|feet]] will only yield {{Icon Small|wood||1 wood}} when removed, which is worth less than the medicine necessary to extract them. [[Denture]]s can be removed but do not yield a part to resell. [[Flesh tentacle]]s{{AnomalyIcon}}, [[flesh whip]]s{{AnomalyIcon}}, [[fleshmass lung]]s{{AnomalyIcon}}, and [[fleshmass stomach]]s{{AnomalyIcon}} cannot be extracted, only removed, and spawn a hostile [[Fingerspike]] when removed.&lt;br /&gt;
&lt;br /&gt;
[[Joywire]]s, [[death acidifier]]s{{RoyaltyIcon}}, and [[mindscrew]]s{{RoyaltyIcon}} cannot be removed.&lt;br /&gt;
&lt;br /&gt;
Removing a [[bionic spine]] or both legs leaves the patient helpless, unable to walk or feed themselves. This can be exploited to leave prisoners helpless to escape for long-term exploitation, by installing two [[peg leg]]s and removing them, at the cost of some medicine. However, this also significantly reduces to the market value of the prisoner, and prisoners who cannot walk cannot be sold to the [[Royal tribute collector]]{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Execution and fluid ideoligion ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Executing a prisoner normally incurs a small mood debuff, varying depending on whether the prisoner was considered guilty or not. However, in addition to the positive [[Mood|thought]] that followers of a [[fluid ideoligion]] with the [[Ideoligion#Execution|Execution: Respected if guilty]] or [[Ideoligion#Execution|Required]] precept get from executing prisoners, the ideoligion will also get a [[development point]] for each eligible prisoner executed. Note that [[subcore ripscanner|ripscanning]]{{BiotechIcon}} is considered an execution.&lt;br /&gt;
&lt;br /&gt;
=== Hemogen ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
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 particularly 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.&lt;br /&gt;
&lt;br /&gt;
=== Genetic extraction and manipulation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Pawns can be kept as prisoners for their genetic potential, to perform periodic [[gene]] extractions and extract [[Ovum|ova]] from female prisoners. (Like hemogen packs, ovum are only worth {{Icon Small|Silver||{{Q|Ovum|Market Value Base}}}} [[silver]] and thus not significantly profitable on their own.) 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. &lt;br /&gt;
&lt;br /&gt;
Prisoners can also be used to split up genepacks that have multiple genes, by installing those genepacks in them, then running extractions on them to get separate genepacks for the genes. This works best on [[baseliner]]s, who are less likely to give a genepack with a non-cosmetic gene attached to the individual gene you want to extract.&lt;br /&gt;
&lt;br /&gt;
[[Sanguophage]] prisoners can also be forced to spread their xenotype.&lt;br /&gt;
&lt;br /&gt;
The [[dead calm]] gene (naturally present in [[genie]]s) will prevent prison breaks while still allowing the prisoner to walk and feed themselves. This will remove any existing xenotype however. [[Deathrest]] can also be used.&lt;br /&gt;
&lt;br /&gt;
=== Subcore production === &lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Prisoners can be kept to continually scan in a [[subcore softscanner]] to produce [[standard subcore]]s, or &amp;quot;ripscanned&amp;quot; (executed) in [[subcore ripscanner]] to create a [[high subcore]]. 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: take a kidney and a lung, ripscan them, and then butcher the corpse.&lt;br /&gt;
&lt;br /&gt;
For selling, standard subcores are just barely profitable (just {{Icon Small|silver||77}} [[silver]]) 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]], but the death is considered an execution rather than organ-murder.&lt;br /&gt;
&lt;br /&gt;
Under some unusual circumstances, [[high subcore]]s can be more profitable than organ-murder:&lt;br /&gt;
* A pawn with [[Deathless]] can be harvested for all 6 major organs (2 lungs, 2 kidneys, heart, liver) and then ripscanned for a total profit of {{Icon Small|silver||6977}} [[silver]].&lt;br /&gt;
* A pawn with [[death refusal]]{{AnomalyIcon}} can survive being ripscanned once for each charge of death refusal.&lt;br /&gt;
&lt;br /&gt;
=== Psychic rituals ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Some [[psychic rituals]] require a target, which can be a prisoner as long as they have [[psychic sensitivity]] above 0% (i.e. the target is not [[psychically deaf]] or [[psychically dead]]).&lt;br /&gt;
&lt;br /&gt;
* [[Chronophagy]] de-ages the invoker at the cost of {{Icon Small|bioferrite||20}} [[Bioferrite]] and aging the target.&lt;br /&gt;
* [[Psychophagy]] costs {{Icon Small|bioferrite||20}} [[Bioferrite]] to temporarily increase the invoker's [[psychic sensitivity]] and permanently render the target [[psychically dead]].&lt;br /&gt;
* [[Philophagy]] costs {{Icon Small|shard||1}} [[shard]] and permanently transfers [[skill]] experience from the target's highest skill to the invoker.&lt;br /&gt;
&lt;br /&gt;
[[Imbue death refusal]] can be used on a prisoner (at the cost of {{Icon Small|shard||1}} [[shard]]) to grant that target charge(s) of [[death refusal]], which can allow them to survive normally-fatal exploitation for gene extraction{{BiotechIcon}} or ripscanning{{BiotechIcon}}. This doesn't protect against organ-murder, however.&lt;br /&gt;
&lt;br /&gt;
== Corpses ==&lt;br /&gt;
Human resources don't end when the heart stops - or gets removed.&lt;br /&gt;
&lt;br /&gt;
=== Unprocessed corpses ===&lt;br /&gt;
Pawns generally do not like seeing human corpses, which makes hauling them from place to place difficult. Hauling them to storage can be handled by non-human labor, however: [[Animal training|Animals trained to haul]], [[carrier]] [[dryad]]s{{IdeologyIcon}} and [[lifter]] mechs{{BiotechIcon}} can carry human corpses without penalty. Simply set a [[zone]] so that human haulers won't go to the corpse area.&lt;br /&gt;
&lt;br /&gt;
Similarly, [[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, [[ghoul]]s{{AnomalyIcon}}, and other carnivores/non-grazing omnivores to eat. This doubles as free corpse disposal. Feeding raw human corpses to animals or ghouls has no penalty for the colony.&lt;br /&gt;
&lt;br /&gt;
=== Tainted clothing ===&lt;br /&gt;
You can also strip corpses of their [[apparel|clothes]]. Except for [[utility]] items, apparel stripped from a corpse is considered [[tainted]], reducing its market value by 90% and preventing traders from buying it or, under normal circumstances, accepting it as a gift. Wearing tainted clothing will give stacking mood penalties to colonist pawns who do not have the [[Bloodlust]] [[trait]] or [[inhumanized]] hediff. However, it's often worth the small penalty to use a single critical piece, such as a suit of [[marine armor]], or a [[megasloth wool]] [[parka]] in an [[ice sheet]].&lt;br /&gt;
&lt;br /&gt;
With an [[electric smelter]], you can scrap armor for small amounts of the [[metallic]] resources used to make it even if that armor is tainted, which is moderately useful as a labor-intensive source of small amounts of metal.&lt;br /&gt;
&lt;br /&gt;
=== Human butchering ===&lt;br /&gt;
By default, &amp;quot;humanlike corpses&amp;quot; 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]]. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Human meat ====&lt;br /&gt;
[[Human meat]] is nutrition like any other. The meat itself can be used as a last resort for most pawns, at the cost of a massive mood penalty: {{--|20}} for eating raw meat and {{--|15}} for meals made of human meat. For cannibals, these penalties are reversed to mood bonuses, however. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.&lt;br /&gt;
&lt;br /&gt;
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. Selling, cooking, or otherwise processing human meat doesn't carry any additional mood penalties. It can be used in any meal that requires meat, but cannot be processed into saleable meals without vegetables. Human meat can also be 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}}}}. It can also be used to make [[kibble]] or fuel a [[biosculpter pod]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
If you must have a non-cannibal subsist on human meat, making the meat into [[carnivore lavish meal|(carnivore)]] [[lavish meal]]s reduces the net mood loss to only {{--|3}} for non-cannibals, in addition to those penalties accrued from butchering the corpse. This can be useful when food is scarce but raider corpses are not.&lt;br /&gt;
&lt;br /&gt;
==== Human leather ====&lt;br /&gt;
{{Recode|section=1|reason= Verify and automating math for profitability calculations.}}&lt;br /&gt;
[[Human leather]], the other byproduct 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.&lt;br /&gt;
&lt;br /&gt;
Without [[DLC]], creating human [[armchair]]s or [[duster]]s is the most valuable way to use textiles. If the [[Royalty DLC]]{{RoyaltyIcon}} is enabled, [[formal vest]]s and [[corset]]s are more efficient. Like human meat, working or selling human leather does not have any penalties, once it has been butchered.&lt;br /&gt;
&lt;br /&gt;
Undamaged adult 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.&lt;br /&gt;
&lt;br /&gt;
=== Shambler traps ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Corpses can be left in a strategically-placed pile to be revived as friendly [[shambler]]s as needed, by using [[deadlife dust]] from a [[deadlife shell]], [[deadlife pack]], or [[IED deadlife trap]]. This is one of the few productive uses of desiccated or rotting corpses. However, even if the corpses were fresh, they will be rotting (or desiccated) when the shamblers expire. Corpse piles can also pose a threat to your own base if they aren't under a roof, as they can be revived as ''hostile'' shamblers by a [[death pall]] event.&lt;br /&gt;
&lt;br /&gt;
=== Harbinger trees ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Harbinger trees convert fresh corpses (including human) and fresh meat (again, including human) into more of themselves, and can be harvested for {{Icon Small|twisted meat||30 [[twisted meat]]}} and a [[Plant Harvest Yield|skill-]] and [[difficulty]]-dependent amount of [[bioferrite]] (base amount {{Icon Small|bioferrite||15}}). This is wasteful compared to [[#Human butchering|butchering the corpses yourself]] and selling the products, but doesn't incur any [[#Mood chart|mood penalties]] other than possibly from seeing the corpses, and requires much less labor.&lt;br /&gt;
&lt;br /&gt;
Harbinger trees will eat rotting or desiccated corpses but do not gain any nutrition from them.&lt;br /&gt;
&lt;br /&gt;
== Mood penalties ==&lt;br /&gt;
&amp;quot;Normal&amp;quot; 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, wearing human leather, or wearing tainted clothing. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Mood penalties are occasionally useful in their own right. Low mood can cause [[mental break]]s, activating inspirations for a [[tortured artist]]. Low mood also makes [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, and can even cause a [[Crisis of belief]]. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Mood table ===&lt;br /&gt;
Without the [[Ideology (DLC)|Ideology DLC]]{{IdeologyIcon}}:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! Scope !! None (average colonist) !! [[Psychopath]] !! [[Bloodlust]] !! [[Cannibal]] !! [[Inhumanized]]{{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Observed corpse|Observes corpse]]&lt;br /&gt;
| One pawn || {{--|4 Mood}}&amp;lt;br&amp;gt;(0.5 days, 3 stacks,&amp;lt;br&amp;gt; 0.5 stack multiplier) || – || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Observed rotting corpse|Observes rotting corpse]]&lt;br /&gt;
| One pawn || {{--|6 Mood}}&amp;lt;br&amp;gt;(0.5 days, 5 stacks,&amp;lt;br&amp;gt; 0.5 stack multiplier) || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#I butchered humanlike|Butchers human]]&lt;br /&gt;
| Butcher pawn || {{--|6 Mood}}&amp;lt;br&amp;gt;(6 days, 4 stacks,&amp;lt;br&amp;gt; 0.75 stack multiplier) || – || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#We butchered humanlike|Somebody butchers human]]&lt;br /&gt;
| All same-colony pawns || {{--|6 Mood}}&amp;lt;br&amp;gt;(6 days, 1 stack) || – || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Raw cannibalism|Eats raw human flesh]]&lt;br /&gt;
| Eater || {{--|20 Mood}}&amp;lt;br&amp;gt;(1 day, 1 stack) || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || {{+|20 Mood}}&amp;lt;br&amp;gt;(1 day, 1 stack) || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Cooked cannibalism|Eats meal with human flesh]]&lt;br /&gt;
| Eater || {{--|15 Mood}}&amp;lt;br&amp;gt;(1 day, 1 stack) || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || {{+|15 Mood}}&amp;lt;br&amp;gt;(1 day, 1 stack) || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! Wears human skin clothing&lt;br /&gt;
| Pawn wearing clothing || {{--|3/−5/−7/−8 Mood}} || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || {{+|3/+5/+7/+8 Mood}} || {{+|3/+5/+7/+8 Mood}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt;|Wears tainted clothing]]&lt;br /&gt;
| Pawn wearing clothing || {{--|5/−8/−11/−14 Mood}} || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || - || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#A prisoner was sold|A slave is sold]]&lt;br /&gt;
| All same-faction pawns worldwide || {{--|3 Mood}}&amp;lt;br&amp;gt;(4 days, 5 stacks) || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Someone's organ harvested|An organ is harvested]]&lt;br /&gt;
| All same-faction pawns worldwide || {{--|5 Mood}}&amp;lt;br&amp;gt;(7.5 days, 5 stacks,&amp;lt;br&amp;gt; 0.75 stack multiplier) || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;{{Check Tag|Unverified|Crosschecked with the [[Mood]] article, which may be incomplete}}&lt;br /&gt;
|-&lt;br /&gt;
! Harvests organ&lt;br /&gt;
| Doctor || – || – || {{+|4 Mood}}&amp;lt;br&amp;gt;(1 stack) || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;[[Mood#Someone's organ harvested|Someone's organ harvested]]&amp;quot; debuff does not affect the colonist performing the operation, nor the patient. The patient will have the &amp;quot;[[Mood#My organ harvested|My organ harvested]]&amp;quot; {{--|30 Mood}} debuff instead.&lt;br /&gt;
&lt;br /&gt;
The [[Ideology DLC]] changes the impact of these actions. All [[Ideoligion]]s 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 necessarily identical. See [[Human resources#Ideoligion table]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
* '''[[Psychopath]]''': No issue with slavery or organ harvesting.&lt;br /&gt;
:* No issue with seeing fresh corpses, butchering corpses, or wearing human skin clothing.&lt;br /&gt;
:* Does '''NOT''' like seeing rotten corpses or eating human flesh.&lt;br /&gt;
&lt;br /&gt;
* '''[[Bloodlust]]''': No issue with organ harvesting. Likes to wear human leather, doesn't mind wearing [[tainted]] apparel (i.e. taken from a dead body)&lt;br /&gt;
:* No issue with seeing corpses (even rotten), butchering corpses.&lt;br /&gt;
:* Does '''NOT''' like cannibalism or slavery.&lt;br /&gt;
&lt;br /&gt;
* '''[[Cannibal (Trait)|Cannibal]]''': Loves human flesh and likes to wear human leather.&lt;br /&gt;
:* No issue with seeing fresh corpses or butchering corpses.&lt;br /&gt;
:* Does '''NOT''' like slavery or organ harvesting.&lt;br /&gt;
&lt;br /&gt;
=== Selling slaves ===&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
* {{--|3}} - Slave sold (4 days). Stacks up to -15 for 5 slaves.&lt;br /&gt;
* Significant [[Social|negative opinion]] of whoever sells the slaves.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Ideoligion ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource}}&lt;br /&gt;
With the [[Ideology]] DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:&lt;br /&gt;
*'''Cannibalism: '''&lt;br /&gt;
:*Cannibalism: Acceptable - Negates penalties for butchering humans, observing non-rotting human corpses, and eating human flesh.&lt;br /&gt;
:*Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather.&lt;br /&gt;
*'''Corpses:''' Don't Care - Negates penalties from seeing corpses, fresh or rotten.&lt;br /&gt;
*'''Organ Use:''' Acceptable - Negates all penalties from organ harvesting.&lt;br /&gt;
*'''Slavery:'''&lt;br /&gt;
:*Slavery: Acceptable - Negates penalties for selling prisoners or using slave labor&lt;br /&gt;
:*Slavery: Honorable - Mood buffs for selling slaves and enslaving others&lt;br /&gt;
&lt;br /&gt;
=== Ideoligion table ===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Cannibalism Precepts!! Butchers human !! Somebody butchers human (colonywide) !! Eats human flesh !! Wears human skin clothing !! Eats non-human flesh meal&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Abhorrent&lt;br /&gt;
| {{--|12 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|20 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|2/−4/−6/−8 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Horrible&lt;br /&gt;
| {{--|6 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|3 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|12 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|2/−3/−5/−6 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Disapproved&lt;br /&gt;
| {{--|3 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|1 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|1/−2/−3/−4 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Acceptable&lt;br /&gt;
| – || – || – || – || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Preferred&lt;br /&gt;
| – || – || {{+|2 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|1/+2/+3/+4 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Required (Strong)&lt;br /&gt;
| – || – || {{+|4 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|2/+3/+5/+6 Mood}} || {{--|2 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack)&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Required (Ravenous)&lt;br /&gt;
| – || – || {{+|6 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|2/+4/+6/+8 Mood}} || {{--|4 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack)&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Corpse Precepts!! Observes Corpse !! Observes rotting corpse&lt;br /&gt;
|-&lt;br /&gt;
! Corpses: Ugly&lt;br /&gt;
| {{--|4 Mood}}&amp;lt;br/&amp;gt;(0.5&amp;amp;nbsp;days. 3&amp;amp;nbsp;stacks. 0.5&amp;amp;nbsp;stack multiplier) || {{--|6 Mood}}&amp;lt;br/&amp;gt;(0.5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.3&amp;amp;nbsp;stack multiplier)&lt;br /&gt;
|-&lt;br /&gt;
! Corpses: Don't care&lt;br /&gt;
| – || –&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Organ Use: Acceptable*&lt;br /&gt;
*Slavery*&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Holding_platform&amp;diff=177200</id>
		<title>Holding platform</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Holding_platform&amp;diff=177200"/>
		<updated>2026-03-11T20:50:06Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General also formatting and format standsrd}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Holding platform&lt;br /&gt;
| image = Holding platform.png&lt;br /&gt;
| description = A platform for holding dangerous entities. The corners have eyelets where strong chains can be attached.&amp;lt;br/&amp;gt;Downed entities can be captured and secured on a holding platform, where they can be studied for Anomaly knowledge. Increase containment strength by building strong walls and doors, and other special containment devices.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 30&lt;br /&gt;
&amp;lt;!-- statBases --&amp;gt;&lt;br /&gt;
| sell price factor = 0.70&lt;br /&gt;
| meditation psyfocus bonus = 0&lt;br /&gt;
| hp = 500&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| mass base = 30&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| focus types = Void&lt;br /&gt;
| occupied meditation psyfocus bonus offset = 0.16&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| buildingTags = Anomaly&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| terrain affordance needed = Medium&lt;br /&gt;
| size = 3 * 3&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| facility = Electroharvester, Electric inhibitor, Shard inhibitor, Bioferrite harvester&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Entity containment&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| containment factor = 1&lt;br /&gt;
| min monolith level = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = HoldingPlatform&lt;br /&gt;
| label = holding platform&lt;br /&gt;
| thingClass = Building_HoldingPlatform&lt;br /&gt;
| category = Building&lt;br /&gt;
| drawerType = RealtimeOnly &amp;lt;!-- Prevents items clipping into it --&amp;gt;&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thingCategories = BuildingsMisc&lt;br /&gt;
| inspectorTabs = ITab_Entity&lt;br /&gt;
| descriptionHyperlinks = [[Electroharvester]], [[Electric inhibitor]], [[Shard inhibitor]], [[Bioferrite harvester]]&lt;br /&gt;
| designationCategory = Anomaly&lt;br /&gt;
&amp;lt;!-- graphicData --&amp;gt;&lt;br /&gt;
| texPath = Things/Building/HoldingPlatform/HoldingPlatform&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| drawSize = (3, 3)&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
  &amp;lt;ThingDef ParentName=&amp;quot;HoldingPlatformBase&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;soundImpactDefault&amp;gt;BulletImpact_Metal&amp;lt;/soundImpactDefault&amp;gt;&lt;br /&gt;
    &amp;lt;repairEffect&amp;gt;Repair&amp;lt;/repairEffect&amp;gt;&lt;br /&gt;
    &amp;lt;leaveResourcesWhenKilled&amp;gt;true&amp;lt;/leaveResourcesWhenKilled&amp;gt;&lt;br /&gt;
    &amp;lt;filthLeaving&amp;gt;Filth_RubbleBuilding&amp;lt;/filthLeaving&amp;gt;&lt;br /&gt;
    &amp;lt;containedPawnsSelectable&amp;gt;true&amp;lt;/containedPawnsSelectable&amp;gt;&lt;br /&gt;
    &amp;lt;tickerType&amp;gt;Normal&amp;lt;/tickerType&amp;gt;&lt;br /&gt;
    &amp;lt;uiOrder&amp;gt;100&amp;lt;/uiOrder&amp;gt;&lt;br /&gt;
    &amp;lt;canOverlapZones&amp;gt;false&amp;lt;/canOverlapZones&amp;gt;&lt;br /&gt;
    &amp;lt;defaultPlacingRot&amp;gt;North&amp;lt;/defaultPlacingRot&amp;gt;&lt;br /&gt;
  &amp;lt;/ThingDef&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| room role = Containment cell&lt;br /&gt;
}}&lt;br /&gt;
'''Holding platforms''' are [[buildings]] added by the [[Anomaly DLC]] that allow for the [[containment]] of some [[entities]].&lt;br /&gt;
&lt;br /&gt;
They can be considered the upgraded form of the [[holding spot]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
Below is the formula for containment strength without any modifiers. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
|-&lt;br /&gt;
| Containment strength = Current Average Door {{HP}} + Current Average Wall HP + (Average Light Level (%) * 100/10) (ɪꜰ[Active [[shard inhibitor]] ] {{--|20}} ᴇʟꜱᴇ +0) - electric(-10) inhibitor - active bioferrite harvester(-15) - electroharvesters(-25)&lt;br /&gt;
|}&lt;br /&gt;
Where current HP is the HP accounting for any damage to the building.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The Holding platform is the more advanced version of the Holding spot being able to handle more powerful entities within weaker buildings. Even so it is still recommended to build the holding platforms surrounded by the stone walls (granite if possible) to reduce the escape interval of entities, mining a room out of a mountain is a very cheap way to boost. Multiple entities can be contained within the same room at the cost of weakening the containment strength.&lt;br /&gt;
&lt;br /&gt;
The holding platform is also essential to have as this allows the player to worry less about the entities when farming for materials. proper preparations for the containment cell is also essential as the containment strength uses the average hp of doors and walls.&lt;br /&gt;
&lt;br /&gt;
Using unmined ores, such as [[compacted plasteel]], for holding platform walls allows reaching containment strength not possible with constructed walls.&lt;br /&gt;
&lt;br /&gt;
While not directly connected to the holding platform, it is usually advantagious to lower the tempature of a containment room. Numerous entities have a reduced chance to escape when kept cold, and no entities gain an increased chance to escape when left cold, so it is only ever an upside for containment.&lt;br /&gt;
&lt;br /&gt;
=== Containing entities without proper containment level ===&lt;br /&gt;
If an entity has enough brain damage, gets both of its legs chopped off, or otherwise loses enough of its moving or consciousness to permanently down it. The escape interval reduces to never, this allows you to safely store the entity anywhere, as long as it cant regenerate permanent damage (so this strategy wont work with ghouls, but will work with nearly any fleshbeast, sightstealer and noctol, with all of them allowing you to gain effectively infinite bioferrite and electricity at no cost.)&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=The_Mechanitor_Guide&amp;diff=177155</id>
		<title>The Mechanitor Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=The_Mechanitor_Guide&amp;diff=177155"/>
		<updated>2026-03-10T20:07:23Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Starting colonist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
In the [[Scenario_system#The Mechanitor|Mechanitor scenario]], you start with a single colonist possessing the [[Recluse]] trait, 1 [[Lifter]], 1 [[Constructoid]], and various other supplies.&lt;br /&gt;
&lt;br /&gt;
This scenario is considered by the game to be difficult.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Scenario Parameter==&lt;br /&gt;
'''Summary:'''  One [[Mechanitor]] and a few servant mechanoids. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' You knew you could only achieve greatness with help. People were too unreliable, so you chose to take on mechanoids as your servants, workers, and warriors. As you gained strength, others became fearful. It became clear you needed to get away from the influence of humanity. Now you've migrated to this sparsely-populated Rimworld with some of your metallic helpers. Finally, you have the space to grasp your true potential!&lt;br /&gt;
&lt;br /&gt;
== Starting colonist ==&lt;br /&gt;
Your colonist should be ''capable'' of most tasks, even if they aren't good at them. A colonist incapable of Caring can and will die to a single bleeding wound (and is unable to recruit  [[Events#Transport pod crash|transport pod crashes]] or [[raiders]]). It is certainly possible to rely on [[spike trap]]s at the start, but being incapable of Violence is ill-advised.&lt;br /&gt;
 &lt;br /&gt;
=== Skills you need ===&lt;br /&gt;
In order of importance:&lt;br /&gt;
&lt;br /&gt;
*'''Mining''' You want a pawn with good mining above all, since you will need the resources for all game stages, and building [[Tunneler]]s require [[Standard mechtech]].&lt;br /&gt;
*'''Crafting''' is next, since you will want to be able to craft the new gear, and components later on. Also it is the base skill for mechanitor work like repairing.&lt;br /&gt;
*'''Intellectual''' is helpful, but a decent pawn can do a better job later on.&lt;br /&gt;
*'''Medical''' is helpful, but keeping your mechanitor hidden behind an army is ideal so they won't take any damage at all.&lt;br /&gt;
*'''Social''' is helpful for recruiting and trading faster, but as long as it's not blocked you will be ok.&lt;br /&gt;
*'''Ranged''' can help supplement a mech army, but mechs will easily overcome a bad shooting skill. Avoid [[melee]] since it makes your mechanitor likely to take damage.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
Your colonist will always start with the [[recluse]] trait, giving a +8 mood bonus when no other colonists are present but a -8 mood penalty when multiple colonists are present.&lt;br /&gt;
*As the mood penalty from recluse is not severely crippling you should not be hesitant to accept a colonist should they have desirable traits.&lt;br /&gt;
&lt;br /&gt;
=== Xenotypes ===&lt;br /&gt;
While not required, a Xenotype immune to pollution such as [[Waster]] should be preferred due to their pollution immunity, if you are going to use nutrient paste as a food source this is further amplified as their poor cooking skill stops mattering. In addition to letting you to dump your toxic waste anywhere. Alternatively, [[Genie]]s are also an great fit for a mechanitor, allthough it also forces the delicate trait, meaning your pawn will be less capable of direct combat, but that's something that shouldn't happen too often.&lt;br /&gt;
&lt;br /&gt;
==== Starting Out ====&lt;br /&gt;
You start with a Constructoid and a Lifter. Get the infrastructure to recharge and gestate an Agrihand as soon as possible. A second Agrihand will help a lot for making you money in the short term (more wood to sell in chemfuel or other good forms).&lt;br /&gt;
&lt;br /&gt;
For power, a [[wood-fired generator]] is okay to start with, but if you are fine with the extra pollution a [[toxifier generator]] is more powerful and scaleable, very good for this scenario. [[Wind turbine]]s might seem good, but you will have to sink [[component]]s into batteries if you want to go that route. [[Chemfuel powered generator]]s are good once you have the tech and lifters to cut [[wood]]. Even though you have the research, avoid batteries, since you need those components elsewhere.&lt;br /&gt;
&lt;br /&gt;
Next you will want a [[research bench]]. You can build an advanced one, but you may find the 10 components it requires are better spent elsewhere. Go with a simple one, unless you intend to rush for fabrication.&lt;br /&gt;
&lt;br /&gt;
A second gestator helps but isn't necessary if you can afford to wait. Get a [[subcore encoder]] to build more than 5 small mechs. Once you have 1 Constructoid, 1 Lifter, and 1-2 agrihands, the best way to spend your remaining 5-6 BW is on Militors, since they've got guns.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lifter&amp;diff=177152</id>
		<title>Lifter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lifter&amp;diff=177152"/>
		<updated>2026-03-10T20:11:13Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Comparison to dryads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none&lt;br /&gt;
| name = Lifter&lt;br /&gt;
| image = Lifter east.png&lt;br /&gt;
| description = A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| movespeed = 2.8&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bandwidth cost = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Basic subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''lifter''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead lifters may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the lifter.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy === &lt;br /&gt;
As a labor-focused mech, lifters are never found in mechanoid [[raid]]s, however they can go feral after time spent uncontrolled.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: lifters use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[mech recharger]] (200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
{{Stub|section=1|reason=Verify full list of possible tasks in light of [[Version/1.4.3534|1.4.3534]] changelog}}&lt;br /&gt;
Lifters will do all tasks under the [[Hauling|Haul tab]]. Other than bringing items to other places, Lifters can also re-arm turrets, reinstall buildings, and more. Lifters move at {{P|Move Speed Base}} cells/s, which is roughly {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round 2}} as fast as a baseline human.&lt;br /&gt;
&lt;br /&gt;
You can also have them cut down trees when there's a construction blueprint on top, so if you don't have an Agrihand, but have to get trees, you can place some concrete blueprints on top of trees. Same can be done with [[Constructoid|Constructoids]].&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Lifters are never equipped with any weapons, and instead exclusively use their body part attacks.&lt;br /&gt;
&lt;br /&gt;
Lifters have a 62% [[melee hit chance]], equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Lifters have the benefits of being a mechanoid - they aren't human, and will constantly haul until they run out of power, will never be hunted by local predators, are indifferent to temperature, vacuum, and immune to fire. While lifters move slower than colonists or [[animal]]s, they spend the entirety of their time hauling. At minimum, mechs will work for 83% of the time (5 days of work, 1 day recharge, minus travel time), and they can be turned off when not required. Their lack of [[mood]] is useful for picking up far away items and [[electric crematorium|cremating]] human [[corpse]]s. &lt;br /&gt;
&lt;br /&gt;
Finally, they are cheap to produce and amass. Their disposability is a unique benefit - you can have lifters pick up items near the map edge, and won't lose much if [[Randy Random|Randy]] decides to drop a pack of [[manhunter]]s right on top of them.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to dryads ===&lt;br /&gt;
Compared to the [[Carrier]] [[dryad]]{{IdeologyIcon}}, lifters move faster and are created faster. Carriers need to sleep, so lifters can work for longer before needing to charge. Carriers require active pruning, while lifters are autonomous from their master. You can turn off a lifter when hauling isn't required, but you need to keep pruning the gauranlen tree every day. Lifters (and mechanoids as a whole) Can't be attacked by carnivorous animals for food, and in case of manhunter animals, a lifter can be turned off, while Carriers can. Lifters can go on caravans adding carrying capacity, carriers are map bound. However, lifters require [[Electricity]] and a [[mechanitor]] to function, and create [[pollution]]. Meanwhile, carriers are available from the neolithic era, zero wealth and add zero raid points.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Lifter east.png| Age 0-99 Lifter facing east&lt;br /&gt;
Lifter north.png| Age 0-99 Lifter facing north&lt;br /&gt;
Lifter south.png| Age 0-99 Lifter facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
LifterAncient east.png| Age 100+ Lifter facing east&lt;br /&gt;
LifterAncient north.png| Age 100+ Lifter facing north&lt;br /&gt;
LifterAncient south.png| Age 100+ Lifter facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Lifters can try to haul themselves to a transport pod.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Added more allowed work types to lifter mechs. Can now do [[electric crematorium|cremation]].&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hunter_drone&amp;diff=177086</id>
		<title>Hunter drone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hunter_drone&amp;diff=177086"/>
		<updated>2026-03-04T18:05:07Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none&lt;br /&gt;
| name = Hunter drone&lt;br /&gt;
| image = HunterDrone_east.png&lt;br /&gt;
| description = An automated kill drone. The hunter drone pursues its target and detonates when it gets close.&lt;br /&gt;
| type = Drone&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| combatPower = 75&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| armorblunt = 0.05&lt;br /&gt;
| armorsharp = 25&lt;br /&gt;
| armorheat = 150&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 0.35&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Stab&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 0.1&lt;br /&gt;
| attack1part = shell spike&lt;br /&gt;
}}&lt;br /&gt;
A '''hunter drone''' is a self-propelled explosive machine added by the [[Odyssey  DLC]] that homes in on its target after activation.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Hunter drones do not spawn as pawns natively in the world, but instead only come into existence during interactions with two related objects.&lt;br /&gt;
&lt;br /&gt;
These are: &lt;br /&gt;
* The [[hunter pack]], a craftable, single use [[utility]] item that allows the user to deploy a hunter drone within a set range; and &lt;br /&gt;
* The [[hunter trap]], a building that turns into a hunter drone when activated by an enemy of the faction that owns the building. They can be constructed, in which case they will belong to the player colony and be activated by, and target, only enemies of the colony. Hostile hunter traps belonging to the Hostile [[Ancients]] faction can also be encountered in [[landmarks]], such as an [[Landmarks#Ancient_garrison|Ancient Garrison]]. These can be triggered by most{{Check Tag|All?}} other factions, including the player's colony.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section =1|reason =1)   &amp;lt;labelOverride&amp;gt;Battery power&amp;lt;/labelOverride&amp;gt;&lt;br /&gt;
        &amp;lt;tooltipOverride&amp;gt;Drones have limited battery life. When the battery runs dry, the drone dies.&amp;lt;/tooltipOverride&amp;gt;&lt;br /&gt;
 2) Check Tags&lt;br /&gt;
 3) EMP detail in summary. See a mechanoid page for an example of an appropriate description if mechabics the same, alternatively a turret page if no adaptation, or write new as necessar&lt;br /&gt;
}}&lt;br /&gt;
{{Image wanted|section=1|reason=Gizmos for player use, and Exposion AoE in standard style}}&lt;br /&gt;
Drones are similar to [[mechanoids]] in several ways - they eschew [[cover]], do not drop equipment when destroyed, die when [[downed]], are [[Flammability |non-flammable]], and have 100% [[toxic environment resistance]] and 100% [[vacuum resistance]]. Unlike mechs, they are not entirely immune to [[flame]] and [[Damage Types#Heat|heat]] damage and have a [[psychic sensitivity]] of 0%.&lt;br /&gt;
&lt;br /&gt;
When generated as part of a map, drones will be at least 200 years old{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Hunter drones will chase, and attempt to close with, targets{{Check Tag|LoS? Range? Ever change target? Ever disengage? Living?}} through doors, including player-owned [[door]]s, without breaking them.{{Check Tag|Verify|For sentry drones this has been confirmed by the developers as intentional}}&lt;br /&gt;
&lt;br /&gt;
Upon reaching a target in its melee range, they will attack it, forcing a longer than usual melee cooldown on the pawn and detonate themselves on a five second cooldown, dealing 40 [[Damage Type#Bomb|Bomb]] damage in a 2.9 tile radius. Shows sparks for {{Ticks|120}} and then explodes. When it explodes, it does not leave a corpse. Same behavior applies if its killed&lt;br /&gt;
&lt;br /&gt;
Hunter drones also have a melee stabbing attack independent of their bomb explosion, which can slow its target into remaining within blast radius if used.&lt;br /&gt;
&lt;br /&gt;
While the drone is active, its battery slowly depletes. The battery lasts {{Ticks|12500}}, which is displayed on a gizmo visible when the drone is selected, regardless of whether the drone is friendly or hostile to the player. After this time, the drone dies without exploding, leaving a corpse with their core part destroyed. The corpse can be shredded for {{Icon Small|Steel||15}} [[steel]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Hunter drones are very dangerous for colonists in the early game as, without high-tech armor or shields, the explosion can instantly kill them. They are best avoided, especially mid-combat, since speed is crucial for escape.&lt;br /&gt;
&lt;br /&gt;
A [[shield belt]] will completely protect the wearer from the explosion damage, however normal and below [[quality]] shield belts will be broken and require recharging afterwards. This can be dangerous when multiple drones or other threats are present.&lt;br /&gt;
&lt;br /&gt;
Multiple hunter drones can spawn in a single room. Rooms may contain a combination of items that could magnify the explosive reaction of an exploding hunter drone, such as [[chemfuel]] or [[ancient mining charge]]s. &lt;br /&gt;
&lt;br /&gt;
A healthy target can outrun it, allowing others to take it down, especially with fast ranged weapons, however they typically spawn inside ruins with close confines, obstructions, and doors which may slow down a pawn enough to be caught by the drone. Hunter drones attack in melee, [[stagger]]ing their targets and usually preventing them from escaping their final explosive attack. &lt;br /&gt;
&lt;br /&gt;
It is possible to avoid damage from a sparking drone by quickly moving away from it (similar to a turret sparking before the explosion) or hiding behind a wall. Friendly Hunter drones can be used to destroy hostile and triggered hunter drones as they will aggro onto one another if one becomes the closest target.&lt;br /&gt;
&lt;br /&gt;
Hunter drones are vulnerable to [[EMP]] damage, but stunning them is risky, as they still explode on death, and move quickly enough that [[EMP grenades]] may miss them and leave your colonists without a safe way to escape. EMP damage completely nullifies hunter ''traps'', as long as they are stunned before activating. EMP-stunned hunter traps never deploy a hunter drone, and drop steel and chemfuel instead of exploding when destroyed. Since they trigger in line-of-sight, not all hunter drones or traps can be safely stunned, even if already scouted. Hunter drones adapt to EMP damage the same way [[mechanoids]] do, but this is not a notable concern due to their low health and single attack nature. &lt;br /&gt;
&lt;br /&gt;
The [[Skip]] and [[Wallraise]] psycasts{{RoyaltyIcon}} are ideal for dealing with them.&lt;br /&gt;
&lt;br /&gt;
[[Ghoul]]s can usually tank a hunter drone without dying and regenerate the damage without requiring doctor attention or medicine.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Recode|section=1|reason=DroneWithThreeLegs body type not supported}}&lt;br /&gt;
{{Animal Health Table|DroneWithThreeLegs}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HunterDrone_east.png|Facing east&lt;br /&gt;
File:HunterDrone_north.png|Facing north&lt;br /&gt;
File:HunterDrone_south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
[[Category: Drones]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=176599</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=176599"/>
		<updated>2026-03-04T18:21:37Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Ore Lump */&lt;/p&gt;
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{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
{{Image wanted|reason=All UI tabs and not in dev mode}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:Quests_available.png|thumb|left|Quests UI on the 'Available' tab]]&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New [[colonists]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], [[#Biotech]], [[#Anomaly]], and [[#Odyssey]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time, which is not listed in the quest description, will be between 12 and 28 days. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan, who will act as a negotiator for this quest.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 100-110, faction leaves a gift with total 500 - 1200 market value, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Success''' - Goodwill increases by 60-70, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-20.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 40-50, ''immediate attack'' on caravan party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Social|Social Skill]] !! [[Negotiation Ability]] !! Triumph Chance !! Success Chance !! Flounder Chance !! Backfire Chance !! Disaster Chance&lt;br /&gt;
|-&lt;br /&gt;
| 0   || 40%     || 4.2%  || 23.0% || 23.5% || 32.9% || 16.4%&lt;br /&gt;
|-&lt;br /&gt;
| 3   || 62.5%   || 5.7%  || 31.6% || 24.2% || 25.7% || 12.8%&lt;br /&gt;
|-&lt;br /&gt;
| 6   || 85%     || 8.0%  || 43.8% || 23.1% || 16.7% || 8.4%&lt;br /&gt;
|-&lt;br /&gt;
| 9   || 107.5%  || 10.5% || 57.5% || 19.0% || 8.7%  || 4.3%&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 130%    || 11.9% || 65.5% || 15.2% || 4.9%  || 2.4%&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || 150%+   || 13.3% || 72.9% || 10.6% || 2.1%  || 1.1%&lt;br /&gt;
|}&lt;br /&gt;
Peace talks will give the negotiator 6000 Social skill experience regardless of the outcome, negotiator's passion, or [[Global Learning Factor]]. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&amp;lt;!--- Data is from the version 1.2.2753, but seems to be mostly up to date --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s, [[shuttle]]s or [[transport pod]]s to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest appears after 8 days, counting from the moment you've reached 3 colonists for the first time (including if you've started with more). This quest won't appear if you have under 3 colonists, any of your colonists reached the title of a [[Title#Titles|Yeoman]], if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, an [[imperial shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Novice]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like [[berserk pulse]], [[farskip]], or [[neuroquake]].&lt;br /&gt;
&lt;br /&gt;
=== The Deserter ===&lt;br /&gt;
{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest appears after 26 days of the colony start. This quest won't appear if you are in an extreme biome. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{AnomalyIcon}}&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
=== Betrayal offer ===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
== Build Monument ==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific monument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Combat in darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
=== Title Inheritance ===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of novice and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An [[imperial shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced heat waves and cold snaps will stack with naturally-occurring ones.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[imperial shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles. The quest won't fail if the visitor does not have a room assigned (except by lowering mood), you only strictly need an unassigned room that meets expectations to start the quest.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
* An [[imperial shuttle]] will arrive to pick up specified amount of colonists. The amount requested is proportional to your current colonist count. The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.&lt;br /&gt;
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#human|Raiders]] for details.&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[crashed shuttle|shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. Regardless of the outcome, this shuttle can be deconstructed for {{Icon Small|plasteel}} 35, {{Icon Small|steel}} 20, {{Icon Small|component}} 5 and, if the [[Odyssey DLC]] is enabled, a [[shuttle engine]]. {{OdysseyIcon}}&lt;br /&gt;
* Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
* The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
* {{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
** Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
* The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
* Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
* Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[imperial shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Ritual Quality&lt;br /&gt;
! 0%&lt;br /&gt;
! 30%&lt;br /&gt;
! 60%&lt;br /&gt;
! 90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ideology =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
== Ancient complex ==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby an [[imperial shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room containing [[ancient unstable fuel node]] that can explode.&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The threats may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]]s (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate]]s (contain equipment), [[Ancient enemy terminal]]s (call enemy faction) and [[Ancient comms console]]s (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]&lt;br /&gt;
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room&lt;br /&gt;
&lt;br /&gt;
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.&lt;br /&gt;
&lt;br /&gt;
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.&lt;br /&gt;
&lt;br /&gt;
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{Icon Small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break]]s and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{Main|Work site}}&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''.  To get the information, hack into the drone's computer. Hacking takes time, but those strong in intellectual skill can speed up the process. After landing, the spacedrone will self-destruct in 30 days. ''&lt;br /&gt;
&lt;br /&gt;
Alternative quest title: '''Orbital Cryptodrone Hack'''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Ancient complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechanitor. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[mechanoid transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor and The Gravship [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[crashed shuttle|shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the [[crashed shuttle]].  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle crashes. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is: &lt;br /&gt;
* The [[downed]] sanguophage (assuming that their brain isn't destroyed)&lt;br /&gt;
* The [[downed]] thralls&lt;br /&gt;
You can then decide what to do with the sanguophage:&lt;br /&gt;
* Force a downed sanguophage to give a [[Gene implanter|gene implantation]]. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]]. &lt;br /&gt;
* If you imprison and then recruit the sanguophage, you can cast Implant genes with it.&lt;br /&gt;
 '''Note:''' using this ability while the sanguophage's genes are still regrowing kills the sanguophage. Therefore, if you want to keep the sanguophage, it is worth waiting until the gene regrowth process finishes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an [[Ideoligion]] with [[File:Cannibal.png|32px]] &amp;quot;Cannibal&amp;quot; as their main [[meme]] will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sanguophage Transport.png|Crashed shuttle with the sanguophage master and two thralls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* An [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]]s, [[Toughspike]]s, and [[Trispike]]s. Members of the calling faction will be scattered around the map, dead. There are also unconfirmed reports of still-living faction members.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
The map will be partially covered in fleshmass, with [[flesh sack]]s and [[fleshbulb]]s as well. One of the fleshsacks will contain a [[shard]].&lt;br /&gt;
&lt;br /&gt;
If possible, there will be at least 2 tiles between the camp and the player settlement on the [[world map]], but no more than 7. The faction chosen for the camp must be a human faction that is not a permanent enemy. The quest also excludes factions that don't have a defined list of pawns to generate for purposes like combat, traders, or settlements. This excludes factions like [[ancients]], [[beggars]], or [[pilgrims]]. [[Empire]] can only be chosen if the quest has at least 2000 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
There is a 75% chance that an ambush will happen after arriving, causing more fleshbeasts to arrive from pit burrows. It will happen after anywhere between {{ticks|2400}} and {{ticks|4800}}.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
= Odyssey =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{stub|section=1|reason=Verify all quests covered. Once complete, add stub tag to individual wuests as necessary}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid Signal ==&lt;br /&gt;
 '' You've detected a signal from a mechanoid ship in orbit. The ship has malfunctioned and is slowly losing altitude.\n\nBy falsely responding to the signal you can make the ship crashland nearby, letting you salvage valuable grav tech. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A mechanoid ship is crashing down onto the surface.&lt;br /&gt;
&lt;br /&gt;
Accepting this quest will sends down a [[grav engine]], a few dead [[mechanoids]] and some spacecraft chunks. By inspecting the engine, you unlock the Basic gravtech [[research]], allowing you to starting constructing a [[gravship]]. Deconstructing the spacecraft chunks will grant you [[Gravlite panel]]s for your ship.&lt;br /&gt;
&lt;br /&gt;
== The Gravship == &lt;br /&gt;
 '' You've discovered a mechanoid grav engine! You can use this to build a gravship to quickly move around the planet.&amp;lt;br&amp;gt;The engine includes tech that passively scans for nearby gravship technology. If you obtain this gravship tech, you can upgrade your gravship over time. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You are now in the possession of a [grav engine].&lt;br /&gt;
&lt;br /&gt;
Once you have inspected the [grav engine], this quest is immediately activated. While the engine is on the map, you'll passively get new sub-quests to receive new [[gravcore]]s and [[gravlite panel]]s to expand and upgrade your gravship. &lt;br /&gt;
&lt;br /&gt;
These quests can spawn very far away from where your colony was when you receive them. Most quests can be as far as 160 tiles away from your colony. Some quests may require you to stay for many days, often in harsh conditions like the [[Scarlands]] or even in [[orbit]]. As such, traveling with a gravship is very recommended. Make sure your gravship has enough resources, food, medicine, as well as fully pressurized living areas if you're going to space.&lt;br /&gt;
&lt;br /&gt;
Once any 7 of these sub-quests are completed, you'll receive the location for the [[mechanoid hive]]. &lt;br /&gt;
&lt;br /&gt;
On non-Grav Ship scenario starts, the Initial Grav Ship quest fires on Day 6. The first sub-quest will fire roughly 1 day after investigating the Grav Ship Engine.&lt;br /&gt;
&lt;br /&gt;
On the Grav Ship Scenario, the first sub-quest will fire between days 5 and 8.&lt;br /&gt;
&lt;br /&gt;
Later sub-quests will fire every 15 to 30 days, weighted to have an average time between of 20 days. Grav Ship sub-quests only if the player has an installed Grav Engine and the player has less than 3 sub-quests available. &lt;br /&gt;
&lt;br /&gt;
Sub-quests will fire indefinitely until the player completes the Mech Hive quest. Once the Mech Hive is completed, Grav Cores can still be obtained through random quests.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Relay ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. It is powering a relay that is part of a huge mechanoid communication net. You can disassemble the relay, but the process will take days to complete. The relay itself will be heavily defended by mechanoids. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A relay nearby is containing valuable gravship technology.&lt;br /&gt;
&lt;br /&gt;
One single [[mechanoid relay]] will be present on the map along with 3 stabilizers guarded by initially dormant mechanoids. To be able to deconstruct the relay, you must disable the stabilizers by either hacking or destroying them.&lt;br /&gt;
*Hacking will immediately wake up the nearby mechanoids. Kill these mechanoids first before you begin hacking. Often times, your hacking will be detected and you won't be able to continue hacking it until a few hours go by. To save time, clear the map of dormant mechanoids first, then begin hacking all three at once, to minimize downtime from lockout.&lt;br /&gt;
*Destroying a stabilizer is much quicker, however doing this will immediately spawn reinforcements mechanoids - often more than the numbers of initial guarding mechanoids. Should you choose this option, make sure you're prepared to defend yourself and your gravship.&lt;br /&gt;
&lt;br /&gt;
Once all three stabilizers are disabled, you can disassemble the relay, granting you a [[gravcore]] and some [[gravlite panel]]s. One last reinforcement will drop down soon after the &lt;br /&gt;
relay went down.&lt;br /&gt;
&lt;br /&gt;
=== Insect Lair ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal emanates from a cave system deep underground. The entrance to the cave system is marked on the world map. Subterranean caves can be extremely dangerous and may take days to explore. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden deep beneath the surface inside of a cave.&lt;br /&gt;
&lt;br /&gt;
Note: 3 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest will only spawn on a mountainous tile. Multiple hives and insects colonies will be present within the caverns. Located inside the caverns is a single entrance to a underground insectoid cave. Clear your way through inside the cave, and you'll eventually find the [[gravcore]], guarded by a [[hive queen]].&lt;br /&gt;
&lt;br /&gt;
=== Ancient Reactor ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient decaying reactor. The location is marked on the world map. Cracks in the reactor's shielding are leaking harmful material, bathing the nearby area in toxic fallout. The reactor itself will be heavily guarded by ancient security systems. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located inside a leaking ancient reactor.&lt;br /&gt;
&lt;br /&gt;
This quest will always spawn within a [[Scarlands]] biome. While you're on this tile, [[toxic fallout]] will cover the area. Explore the ancient complex until you find the reactor. Destroying it will give you a [[gravcore]], and also make the toxic fallout dissipate. You can also find [[gravlite panel]]s within crates inside the complex.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Stockpile ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient underground stockpile. The location is marked on the world map. Underground stockpiles must be hacked to enter. This process can take days to complete. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside an ancient stockpile.&lt;br /&gt;
&lt;br /&gt;
Three different underground stockpiles are present on the map. To enter, you must hack the entrances, which can takes a few days. Underneath all entrances are stockpiles containing loots as well as dangerous traps and security turrets. Only one of these stockpiles will contain the [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
=== Crashed Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from the wreckage of a crashed orbital platform. Scans reveal a heavy mechanoid presence. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located near a crash site of a mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
Note: 2 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
=== Frozen Terraformer ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The gravcore is powering a malfunctioning ancient terraformer. Its location is marked on the world map. The terraformer is cooling the local region to dangerously low temperatures. Be prepared for cold weather and a long stay. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside a frozen complex.&lt;br /&gt;
&lt;br /&gt;
Note: 1 other sub-quest must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest can spawn on Glacial Plains, Ice Sheet and Tundra. In the middle of the map is an ancient complex, hidden within thick walls of ice. Dig through the ice and you'll find the complex. Destroy the terraformer located inside will grant you a [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
Be careful of the cold weather, make sure you have enough food and warm clothes for your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an orbital mechanoid platform. Scans reveal a heavy defensive presence. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
=== Abandoned Orbital Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an abandoned orbital platform. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on an ancient platform.&lt;br /&gt;
&lt;br /&gt;
Note: 5 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
== Gravcore Mechhive ==&lt;br /&gt;
{{Main|Endings#The_Mechhive}}&lt;br /&gt;
 '' You have detected a huge gravtech energy spike originating from a mechhive in orbit. Its location is marked on the world map. This mechhive is the center of mechanoid intelligence on this planet. Shutting it down will disable all murderous mechanoids planet-wide. Alternatively, you may be able to use the mechhive for your own purposes. The mechhive is defended with anti-ship weapons. Build a signal jammer before approaching it. Be warned, mechhives are extremely dangerous. Finish exploring other locations first and ensure you're prepared for a long stay in orbit. '' &lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You have located the location of the mechhive.&lt;br /&gt;
&lt;br /&gt;
== Gravship Wreckage ==&lt;br /&gt;
 '' You've intercepted the distress beacon from a crashed gravship. The wreckage contains valuable gravtech. Be careful - it is guarded by hostile mechanoids. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You detected a gravship crashed nearby.&lt;br /&gt;
&lt;br /&gt;
If you do not have a [[grav engine]], and do not have the initial &amp;quot;Mechanoid Signal&amp;quot; quest available, after a while a faction leader, or a royal title holder will tell you the location of a new engine. If none is available (due to having no friendly factions) the quest will say that you intercepted its distress beacon instead.&lt;br /&gt;
&lt;br /&gt;
The Gravship wreckage quest will fire like any other quest assuming the conditions are met. Because the Gravship quest fires like any other quest, it may take a long time to fire. Once the quest fires, it has a 2 year cooldown before it can fire again.&lt;br /&gt;
&lt;br /&gt;
A player should only be able to have 1 Grav Engine at a time.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 5 distinct ways to see the credits screen:&lt;br /&gt;
* Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
* [[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
* [[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
* [[#The Mechhive|Storming the mechhive]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
* Prepare defenses and 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
* Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
== Royal Ascent ==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[imperial shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*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.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then an [[imperial shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 2,000 kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod* &lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide. Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. Fix: Colonist pods returning from a 'pawn lend' quest can roof punch. Fix: Rescuing downed noble ends shuttle rescue [[quest]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list. Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items. Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. Fix: Shuttle stays forever if all passengers cannot get on board. Fix: Shuttle crash quest fails if you have VIP boarded.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. Reworked how many beggars show up depending on colony population. Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravship&amp;diff=176598</id>
		<title>Gravship</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravship&amp;diff=176598"/>
		<updated>2026-03-04T18:30:45Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason= New feature in recent release. General but also fuel usage}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{For|the endgame ship|Ship}}&lt;br /&gt;
{{For|trade ships|Trade ship}}&lt;br /&gt;
&lt;br /&gt;
'''Gravships''' are a new method of traversal and living introduced by the [[Odyssey DLC]]. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| {{Icon Small|Grav engine|100}}&lt;br /&gt;
| {{Icon Small|Gravship substructure|100}}&lt;br /&gt;
| {{Icon Small|Gravship hull|100}}&lt;br /&gt;
| {{Icon Small|Small chemfuel tank|100}}&lt;br /&gt;
| {{Icon Small|Large chemfuel tank|100}}&lt;br /&gt;
| {{Icon Small|Small thruster|100}}&lt;br /&gt;
| {{Icon Small|Large thruster|100}}&lt;br /&gt;
|- &lt;br /&gt;
| width=100px height=50px | [[Grav engine]]&lt;br /&gt;
| width=100px height=50px | [[Gravship substructure]]&lt;br /&gt;
| width=100px height=50px | [[Gravship hull]]&lt;br /&gt;
| width=100px height=50px | [[Small chemfuel tank]]&lt;br /&gt;
| width=100px height=50px | [[Large chemfuel tank]]&lt;br /&gt;
| width=100px height=50px | [[Small thruster]]&lt;br /&gt;
| width=100px height=50px | [[Large thruster]]&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon Small|Pilot console|100}}&lt;br /&gt;
| {{Icon Small|Grav field extender|100}}&lt;br /&gt;
| {{Icon Small|Signal jammer|100}}&lt;br /&gt;
| {{Icon Small|Gravcore power cell|100}}&lt;br /&gt;
| {{Icon Small|Fuel optimizer|100}}&lt;br /&gt;
| {{Icon Small|Gravship shield generator|100}}&lt;br /&gt;
| {{Icon Small|Pilot subpersona core|100}}&lt;br /&gt;
|-&lt;br /&gt;
| width=100px height=50px | [[Pilot console]]&lt;br /&gt;
| width=100px height=50px | [[Grav field extender]]&lt;br /&gt;
| width=100px height=50px | [[Signal jammer]]&lt;br /&gt;
| width=100px height=50px | [[Gravcore power cell]]&lt;br /&gt;
| width=100px height=50px | [[Fuel optimizer]]&lt;br /&gt;
| width=100px height=50px | [[Gravship shield generator]]&lt;br /&gt;
| width=100px height=50px | [[Pilot subpersona core]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
A functional gravship requires various parts in order to be flightworthy. A gravship begins with a [[grav engine]], and various structures and walls can be connected to the grav engine via [[gravship substructure]], which acts as the floor of the gravship. Anything built on the connected substructure will be considered part of the ship and brought along upon launch.&lt;br /&gt;
&lt;br /&gt;
At the very minimum, a gravship requires only one [[small thruster]], one [[small chemfuel tank]], a [[pilot console]] and a grav engine with enough gravship substructure to connect all of the mentioned parts. A gravship of this calibre is able to travel between tiles of the world map, akin to a portable [[transport pod]] or [[passenger shuttle]] / [[imperial shuttle]]{{RoyaltyIcon}}. It is possible to go into [[orbit]] at any time, but attempting to do so without [[vacuum]] protection ([[oxygen pump]] + airtight walls, or [[vacsuit]]s) will be met with a swift end.&lt;br /&gt;
&lt;br /&gt;
A list of fundamental parts are listed below:&lt;br /&gt;
* [[Grav engine]]&lt;br /&gt;
* [[Gravship substructure]]&lt;br /&gt;
* [[Pilot console]]&lt;br /&gt;
* [[Small chemfuel tank]] or [[Large chemfuel tank]]&lt;br /&gt;
* [[Small thruster]] or [[Large thruster]]&lt;br /&gt;
&lt;br /&gt;
A gravship also comes with various limitations and constraints:&lt;br /&gt;
* The grav engine can only initially support up to 500 tiles of gravship substructure, all of which can only be built within a radius of 19 tiles around the grav engine originating from its center.&lt;br /&gt;
** This limitation can be improved using [[grav field extender]]s. Each one added to a gravship increases this limit of buildable tiles by 250 tiles, up to a maximum of 2000 supported tiles with 6 grav field extenders. Grav field extenders themselves have a supported radius of 17 tiles.&lt;br /&gt;
* Any substructure built beyond the limit supported by a grav engine will be left behind upon launch, including anything or anyone standing on said substructure.&lt;br /&gt;
&lt;br /&gt;
There is no weight limitation, and any number of pawns can travel on a gravship together.&lt;br /&gt;
&lt;br /&gt;
===Launching===&lt;br /&gt;
A functioning gravship can be sent to any tile within its maximum range. By default, each tile traveled consumes 10 {{Icon Small|Chemfuel}} [[chemfuel]], with a minimum cost of 50 {{Icon Small|Chemfuel}} [[chemfuel]]. Each [[fuel optimizer]] (max. 2) reduces fuel consumption by {{---|30%}} additive, or -3 {{Icon Small|Chemfuel}} chemfuel/tile per thruster, but the minimum cost remains 50 {{Icon Small|Chemfuel}}.&lt;br /&gt;
&lt;br /&gt;
The max distance depends on the number of thrusters, assuming there is sufficient fuel loaded into Small or Large Chemfuel tanks:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Structure || Maximum structures || Range per structure || Maximum range&lt;br /&gt;
|-&lt;br /&gt;
| Small thrusters || 4 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Large thrusters || 6 || 16 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Total || || || 136&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Landing on a tile that is not a quest site or faction base will immediately create a new colony. Landing on a [[quest]] that generates a temporary map (e.g., prisoner rescue, bandit camps, [[work site]]s{{IdeologyIcon}}) will enter the map, which can be settled on after threats are cleared. Landing on a [[faction base]] will initiate an attack, with no option to trade. Gravships cannot land on tiles containing the [[peace talks]] quest or on an inhabitable tile, and requires a [[signal jammer]] to enter certain maps in orbit.&lt;br /&gt;
&lt;br /&gt;
When landing on a tile, it is possible to choose location on the map where the gravship is placed, even if the tile is occupied by another faction. The gravship may be rotated before landing. It cannot land on tiles containing walls, other large or impassable structures like [[stele]]s or [[deep water]], roofs, [[steam geyser]]s, or tiles containing [[toxic wastepack]]s{{BiotechIcon}}. It can land if the thrusters would be blocked (represented by the orange area), but the obstructing objects will need to be cleared before launching again.&lt;br /&gt;
&lt;br /&gt;
===Launch ritual quality===&lt;br /&gt;
After landing on a tile, there is a cooldown to launch the ship again, and a mishap may occur. The cooldown and chance of a mishap is dependent on the Launch Ritual's quality:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=2 | Source || % per || Maximum || Maximum quality gain&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Crew count || 2% || 5* || 10%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Small thruster]]s || 1% || 4 || 4%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Large thruster]]s || 3% || 6 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Pilot subpersona core]] || 15% || 2 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Pilot's [[piloting ability]] || 10% || 0% || 1 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 20% || 1 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| 250% || 30% || 1 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Co-pilot's piloting ability || 10% || 0% || 1 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 10% || 1 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 250% || 15% || 1 || 15%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;You may have additional crew on-board, but they will not contribute to the Launch Ritual quality&lt;br /&gt;
&lt;br /&gt;
Launch quality is capped at 100%.&lt;br /&gt;
&lt;br /&gt;
Launch Cooldown is based on Ritual Quality:&lt;br /&gt;
&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Quality (%) | yAxisTitle = Cooldown (days) | type = line | x = 0, 25, 50, 80, 100 | y1 = 10, 5, 2, 0.5, 0.33}}&lt;br /&gt;
&lt;br /&gt;
====Gravship Landing Mishaps====&lt;br /&gt;
When landing a gravship, there is a chance for a mishap depending on the launch ritual's quality. All mishaps are equally likely.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Incident name || Description || Result&lt;br /&gt;
|-&lt;br /&gt;
|Minor Gravship Crash&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; accidentally disengaged the grav engine too early, causing the gravship to free-fall for several feet. Some buildings on the gravship have sustained light damage from the crash.''&lt;br /&gt;
|Some buildings on the ship will have taken damage and will need to be repaired.&lt;br /&gt;
|-&lt;br /&gt;
|Thruster Breakdown&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; overheated the ship's thrusters, frying valuable components. The thrusters will need to be repaired before they can be used again.''&lt;br /&gt;
|Thrusters will be broken down and will need components to be fixed.&lt;br /&gt;
|-&lt;br /&gt;
|Overheated Grav Engine&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; over-engaged the grav engine, causing it to overheat. The grav engine will take longer than normal to cool down. In the meantime, the gravship can't be launched.''&lt;br /&gt;
|Grav engine cooldown will be extended longer than expected.&lt;br /&gt;
|-&lt;br /&gt;
|Grav Nausea&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; was forced to do an emergency maneuver, resulting in an intense and prolonged deceleration. The experience has left your colonists feeling extremely nauseous. The effects will quickly fade.''&lt;br /&gt;
|Colonists on the ship will suffer from [[Grav nausea|grav nausea]] for 2-5 hours.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance of any Gravship landing mishap is based on ritual quality:&lt;br /&gt;
&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Quality (%) | yAxisTitle = Chance of landing mishap (%) | type = line | x = 0, 50, 100 | y1 = 100, 25, 2}}&lt;br /&gt;
&lt;br /&gt;
===Orbit===&lt;br /&gt;
While there is no strict limitation to entering [[orbit]] (even a gravship with no walls or roofs can enter), additional preparation is required so the gravship is spaceworthy, in the sense that the crew can survive in the absence of atmosphere. The research [[Research#Orbital tech|Orbital tech]] will allow pawns to build [[orbital scanner]]s to find important locations in orbit, as well as [[oxygen pump]]s and [[vacsuit]]s that protect against the vacuum of space.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
===General===&lt;br /&gt;
Gravships enable a nomadic playstyle. This is practically forced by the [[scenario system#The Gravship|The Gravship scenario]], which sends mechs after staying in one place for too long. They are also possible to use in a permanent, stationary colony, but a [[grav anchor]] is required so the ship does not destroy the tile.&lt;br /&gt;
&lt;br /&gt;
For short trips, such as trading and non-gravship quests, the [[passenger shuttle]] is superior: it has a shorter launch cooldown, can visit settlements directly to trade (the gravship can only land nearby), costs less [[chemfuel]] per trip, and doesn't destroy the tile it's in. In addition, if a [[shuttle engine]] can be obtained via [[empire]]{{RoyaltyIcon}} or [[sanguophage]]{{BiotechIcon}} quest, the shuttle will be cheaper than a gravship + [[grav anchor]]. However, the gravship has no weight limit and can carry buildings, making it better for extended stays and nomadic colonies.&lt;br /&gt;
&lt;br /&gt;
A gravship is worth a lot of [[wealth]], due to every tile requiring [[steel]] and [[gravlite panel]]s, resulting in larger raids. On Losing is Fun and higher, prudent [[wealth management]] is recommended for gravship colonies.&lt;br /&gt;
&lt;br /&gt;
===Obtaining a Gravship===&lt;br /&gt;
To start building a gravship, a [[grav engine]] must be obtained either by beginning the game with the gravship start scenario, or obtaining the grav engine via a quest that will cause a grav engine to fall onto the map from space. The grav engine can then be inspected and reinstalled at a more convenient location in order to further expand it. This quest will always appear early into a new game.&lt;br /&gt;
&lt;br /&gt;
To add structures and walls such as [[gravship hull]]s, [[gravship substructure]] must be placed underneath and must be connected to the grav engine. Gravship substructure can be placed using [[gravlite panel]]s which will be given during the initial grav engine quest. Gravship substructure acts as the floor of the gravship and anything placed on the substructure of a functioning gravship will be taken to space as well. However, gravships have limitations on the total number of tiles of substructure that can be placed, initially supporting only 500 tiles, all of which can only be placed within a set radius around the grav engine. Both of these limitations can be reduced with [[grav field extender]]s which increases the max amount of substructure tiles supported, and extends the radius of placeable substructure beyond the initial radius of the grav engine. Any attempt to build beyond the max supported limit of substructure will result in excess substructure, and anything placed upon them, to be left behind on launch, these tiles will be highlighted in red to indicate that they are not supported, this is also true for substructure that are not connected to the grav engine.&lt;br /&gt;
&lt;br /&gt;
Gravships are built around a grav engine and start with a limit of 500 tiles, and a 19 tile radius around the engine. &lt;br /&gt;
&lt;br /&gt;
Both the number of tiles and the available area of a gravship may be increased by using extenders. Extenders must be placed within the radius of the grav engine to - up to a maximum of 6 extenders, each providing a radius of 17 tiles and increasing the number of tiles by {{+|250}}, up to a maximum of 2000 tiles.&lt;br /&gt;
&lt;br /&gt;
If a gravship leaves a tile with no [[grav anchor]] installed, then the map will be deleted, and cannot be returned to. Any pawns left behind will be lost. [[Toxic_wastepack|Wastepacks]] left on the map will be dumped.&amp;lt;!--Can this be avoided by burning wastepacks before launch?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expeditions ===&lt;br /&gt;
Make sure to always bring enough resources. Especially important are chemfuel, food, medicine and components to fly, eat, heal and repair.&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
Landing the gravship at a [[site]] owned by another faction is always a raid against that site. Raiding with the grav ship allows most or all of the player's resources to be deployed to the raid and ready for use on arrival. However, there is a risk that all raiders will suffer grav nausea from a mishap.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Landing the gravship directly at a [[faction base]] is a hostile act, and landing nearby (within 4 map tiles) creates a [[colony]], which may impose [[goodwill]] penalties{{Check Tag|Needs Detail|When does first penalty apply?}}. Nevertheless, landing at the minimum permissible distance will ensure a reasonably short caravan. Using the gravship it is possible to reach previously distant faction bases for trade in a reasonable time frame, albeit less conveniently than by use of a [[passenger shuttle]]. Additionally nothing prevents you from placing a shuttle on a gravship and using former as a carrier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional modules and buildings ===&lt;br /&gt;
&lt;br /&gt;
* [[Pilot subpersona core]]: Increases piloting efficiency by 15 percent up to a maximum of 30.&lt;br /&gt;
* [[Fuel optimizer]]: Increases fuel efficiency by 30 percent up to a maximum of 60.&lt;br /&gt;
* [[Gravcore power cell]]: Passively generates electricity on the ship.&lt;br /&gt;
* [[Signal jammer]]: Allows the gravship to land on heavily-defended orbital locations.&lt;br /&gt;
* [[Gravship shield generator]]: Generates a shield with a radius that blocks incoming ground level and overhead projectiles.&lt;br /&gt;
* [[Oxygen pump]]: Generates breathable air in enclosed areas on the ship.&lt;br /&gt;
* [[Vac barrier]]: Does not block entry, but prevents transfer of breathable and reduces transfer of temperature.&lt;br /&gt;
* [[Heater|Heaters]]: Generates heat, which is important when traveling to orbit.&lt;br /&gt;
&lt;br /&gt;
===Protecting the Gravship===&lt;br /&gt;
&lt;br /&gt;
Raids and ESPECIALLY anomaly fleshbeast raids can be a great threat for any gravship. Fleshbeasts may tunnel their way into the gravship or even spawn inside of it occasionally (like during the activation of a corrupted obelisk or noctol attack). The player should therefore serioulsy consider to wall in any important buildings like cravcore powercells and special modules. Another effective way to prevent major damages is to always build 2 doors (1 vac-barrier and 1 regular door) in order to block vacuum and enemies from spreading on the ship. &lt;br /&gt;
Also consider parking the gravship somewhere else (like on an asteroid) before going for any major events like the anomaly ending.&lt;br /&gt;
&lt;br /&gt;
===Additional information===&lt;br /&gt;
The game has only one memory slot for a player owned gravship. Attempting to launch two will cause conflicts and cause one of the gravships to stop existing. This only applies if you try to summon a second grav engine through devmode though.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Gases on gravship never dissipate after landing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Nav|Odyssey|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archite_capsule&amp;diff=176034</id>
		<title>Archite capsule</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archite_capsule&amp;diff=176034"/>
		<updated>2026-02-27T21:14:00Z</updated>

		<summary type="html">&lt;p&gt;198.169.140.29: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Archite capsule&lt;br /&gt;
| image = Archite capsule.png&lt;br /&gt;
| description = A small capsule containing archites - microscopic machines produced by a superintelligent archotech. These devices are capable of physical and psychic feats which seem impossible to human scientists. As with all archotechnology, no human can create one. We can only try to scavenge the ones that archotechs create for their own unfathomable reasons.&amp;lt;br/&amp;gt;This capsule is useless by itself, but it can be spent at a gene assembler to create a new archite-powered xenogerm. This requires researching archogenetics and a genepack that contains an archite gene. Archite genepacks can be obtained from traders.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| hp = 200&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue = 700&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = ArchiteCapsule&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Archite capsules''' are exotic resources that are spent when adding [[Genes#Archite|archite genes]] to a [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Like all [[Lore#Tech_levels|archotechnology]], archite capsules cannot be crafted. Instead, they can only be acquired through [[trade]] with tradeships, caravans, and [[faction base]]s, or as a reward for performing [[quests]]. Orbital Exotic goods traders will always carry 1 to 2. Exotic Good caravans have a 10% chance to stock 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Number of Capsules per Trader&lt;br /&gt;
|-&lt;br /&gt;
!  !! Base !! Caravan !! Visitor !! Orbital&lt;br /&gt;
|-&lt;br /&gt;
! Neolithic &lt;br /&gt;
| ''Can't sell''&lt;br /&gt;
| ''Can't sell''&lt;br /&gt;
| ''Can't sell''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|-&lt;br /&gt;
! Outlander &lt;br /&gt;
| 50% chance of 0&amp;lt;br&amp;gt;25% chance of 1&amp;lt;br&amp;gt;25% chance of 2 &amp;lt;!-- -1 to 2 --&amp;gt;&lt;br /&gt;
| 90% chance of 0&amp;lt;br&amp;gt;10% chance of 1 &amp;lt;!-- -8 to 1 --&amp;gt;&lt;br /&gt;
| ''Can't sell''&lt;br /&gt;
| 50% chance of 1&amp;lt;br&amp;gt;50% chance of 2&amp;lt;br&amp;gt;&amp;lt;!-- 1 to 2 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Archite capsules are necessary for applying [[Genes#Archite|archite genes]] to a [[xenogerm]]. These genes each have an archite capsule cost, denoted by the [[File:Archite capsule required.png|16px|Archite Capsules]] symbol. Archite capsules will be loaded into the [[gene assembler]] before recombination begins, and will be consumed by the process.&lt;br /&gt;
&lt;br /&gt;
In order for the archite capsule to be used by the gene assembler, make sure to have a genepack with archite metabolism requirements. Then have the archite capsules put into the same room as the gene assembler with a stockpile zone for the capsules. The gene assembler will then recognize the archite capsules and use them when you make your genepack. One of the colonists will load the gene assembler with the archite capsules and your main research colonist will make the progress time move faster.&lt;br /&gt;
&lt;br /&gt;
Archite capsules are safe from deterioration, and cannot be burned. However, they can still be stolen, smashed, or blown up.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Archite capsules are largely common when it comes to buying them from traders and settlements, meaning that you don't need to buy them early and keep them until the research is done: You can wait and spend silver on more useful early game items. Archite genes are extremely powerful, but are largely combat pawn based, with [[Scarless]] meaning fewer permanent injuries, [[Deathless]] can allow pawns to become almost invincible (since they can only be downed most of the time), and [[Perfect immunity]] meaning they cannot get infections and will not die from regular illness. Non-combatant pawns can also be greatly improved by using [[Archite metabolism]], or by giving them good genes such as Perfect immunity. [[Ageless]] and [[Non-senescent]] can be put onto older pawns, Allthough Scarless can partially fulfill the same functionality by fixing allmost all scars and health conditions, but it cannot fix infertility. meaning that they will not develop age-related diseases which can help them last longer. [[Gene implanter]] allows you to duplicate expensive genomes with a long cooldown, so it mostly will act as a supplement if you want to give the genome to a lot of colonists. Note that using the anomaly DLC deathless, non-senescent, ageless and scarless can all also be &amp;quot;applied&amp;quot; by rituals if necessary. The death-refusal ritual renders a pawn immortal with even less risk than a deathless pawn while also being less costly (1 shard). Aging, aging diseases and scars can all be cured INSTANTLY by the chronophagy ritual rendering these genes with only niche uses. Note that the scarless gene can still be good on pawns who are expected to be scared in regular heavy combat as the chronophagy cooldown is long and the ritual itself applies a mood-debuff (only -3).&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] release - Added&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Exotic Item]]&lt;/div&gt;</summary>
		<author><name>198.169.140.29</name></author>
	</entry>
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