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	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-06-07T21:59:35Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://rimworldwiki.com/index.php?title=MediaWiki:Sidebar&amp;diff=180623</id>
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		<updated>2026-05-28T18:49:45Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Removing link to official forums per Ludeon Community request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* SEARCH&lt;br /&gt;
&lt;br /&gt;
* RimWorld&lt;br /&gt;
** http://ludeon.com/|Official Site&lt;br /&gt;
** http://twitter.com/TynanSylvester|Official Twitter &lt;br /&gt;
** https://www.reddit.com/r/RimWorld|Subreddit&lt;br /&gt;
** https://discordapp.com/invite/UTaMDWc|Community Discord&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
&amp;lt;!--** helppage|help--&amp;gt;&lt;br /&gt;
&amp;lt;!--** currentevents-url|currentevents--&amp;gt;&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/About.xml&amp;diff=180620</id>
		<title>Modding Tutorials/About.xml</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/About.xml&amp;diff=180620"/>
		<updated>2026-05-27T14:16:37Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Adding RimSort to mentions of Rimpy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:About.xml}}&lt;br /&gt;
{{BackToTutorials}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;About.xml&amp;lt;/code&amp;gt; is a required file that identifies your mod to RimWorld. This file defines the internal and viewer-facing names of your mod, contains a short description of your mod that is shown in the in-game mod manager, and defines compatibility issue such as other mods that your mod might be dependent on and load helpers that mod list auto-sorters can use to determine when to load your mod.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
Your &amp;lt;code&amp;gt;About.xml&amp;lt;/code&amp;gt; file should be placed directly inside your &amp;lt;code&amp;gt;About&amp;lt;/code&amp;gt; folder. Note that both the folder and file name are case-sensitive and must be spelled exactly this way; please see [[Modding_Tutorials/Mod_folder_structure|the mod folder structure guide]] for more information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
Mods&lt;br /&gt;
└ MyModFolder&lt;br /&gt;
  └ About&lt;br /&gt;
    └ About.xml&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The contents of &amp;lt;code&amp;gt;About.xml&amp;lt;/code&amp;gt; is a standard XML file with &amp;lt;code&amp;gt;ModMetaData&amp;lt;/code&amp;gt; as the root tag:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;ModMetaData&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!-- content goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ModMetaData&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Required Tags ==&lt;br /&gt;
&lt;br /&gt;
The following tags are all required for a functioning mod. Please read the tag descriptions carefully:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;TutorialTableWrapper&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;TutorialCodeTable&amp;quot;&lt;br /&gt;
! XML !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;packageId&amp;gt;AuthorName.ModName&amp;lt;/packageId&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
The internal identifier for your mod, used to identify your mod as a dependency, load order helper, or with [[Modding_Tutorials/MayRequire|MayRequire]] attributes. &amp;lt;code&amp;gt;packageId&amp;lt;/code&amp;gt;s should be alphanumeric with at least one period separating two strings. You cannot use any other special characters and you cannot end with a period. It is usually recommended that you use &amp;lt;code&amp;gt;YourName.YourModName&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;YourProjectName.YourModName&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;YourName.YourSeriesName.YourModName&amp;lt;/code&amp;gt;, or something similar.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;code&amp;gt;packageId&amp;lt;/code&amp;gt; must be globally unique across all mods.''' If RimWorld encounters more than one mod with the same &amp;lt;code&amp;gt;packageId&amp;lt;/code&amp;gt;, ''even if they are not in your current mod list'', then an error will be thrown and only the first mod will be usable. The only time that using the same &amp;lt;code&amp;gt;packageId&amp;lt;/code&amp;gt; is recommended is if you are forking or continuing a mod and want it to act as a drop-in replacement. In such cases, players must unsubscribe from the original mod to be able to use yours.&lt;br /&gt;
&lt;br /&gt;
Note: &amp;lt;code&amp;gt;packageId&amp;lt;/code&amp;gt; is case-insensitive as RimWorld will internally convert all IDs to lowercase; capitalization is done for readability, but two IDs that are identical other than case will resolve as identical.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;name&amp;gt;My Mod Name&amp;lt;/name&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
The title of your mod. While the name of your mod does ''not'' need to be globally unique and most references to mods are now using &amp;lt;code&amp;gt;packageId&amp;lt;/code&amp;gt;, [[Modding_Tutorials/PatchOperations#PatchOperationFindMod|PatchOperationFindMod]] still uses mod names and thus you should avoid changing the name of your mod unless absolutely necessary.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;author&amp;gt;Author Name, Another Author Name, A Third Author Name&amp;lt;/author&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; font-style: italic;&amp;quot;&amp;gt;or&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;authors&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Author Name&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Another Author Name&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;A Third Author Name&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/authors&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
The author of this mod, usually yourself. More than one author can be specified by separating names with commas or by using list nodes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;description&amp;gt;This is the description of this mod.&amp;lt;/description&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
The plain-text description of your mod. This is used as both the content description of your mod in mod managers (including the vanilla mod manager) as well as the initial description of your mod if uploaded to Steam Workshop. In the latter case, you can change your Workshop item description independent of the mod itself, thus it is generally recommended that you keep the description of your mod in About.xml relatively short.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;supportedVersions&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;1.6&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/supportedVersions&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
The RimWorld versions that your mod supports. A warning will be given to the player if attempting to load the mod under a version you have not explicitly specified support for, but this does not prevent players from loading the mod if they so choose.&lt;br /&gt;
&lt;br /&gt;
It is strongly recommended that you only specify support for versions that you have explicitly tested compatibility for; RimWorld has changed dramatically between versions in the past and even XML-only mods may not be guaranteed to work without version-specific changes.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Optional Tags ==&lt;br /&gt;
&lt;br /&gt;
The following tags are optional and should only be used if you need them:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;TutorialTableWrapper&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;TutorialCodeTable&amp;quot;&lt;br /&gt;
! XML !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;modVersion&amp;gt;1.0&amp;lt;/modVersion&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;text-align: center; text-style: italic;&amp;quot;&amp;gt;or&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;modVersion IgnoreIfNoMatchingField=&amp;quot;True&amp;quot;&amp;gt;1.0&amp;lt;/modVersion&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
A version string for your own personal version tracking.&lt;br /&gt;
&lt;br /&gt;
'''WARNING:''' This tag was introduced in RimWorld 1.4 and will generate errors in previous versions unless &amp;lt;code&amp;gt;IgnoreIfNoMatchingField&amp;lt;/code&amp;gt; is used. If you intend to support older versions of RimWorld with your mod and you want to use this field, you must add this attribute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;modIconPath&amp;gt;Path/To/Icon&amp;lt;/modIconPath&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;text-align: center; text-style: italic;&amp;quot;&amp;gt;or&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;modIconPath IgnoreIfNoMatchingField=&amp;quot;True&amp;quot;&amp;gt;Path/To/Icon&amp;lt;/modIconPath&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Adds an icon for your mod that is shown on loading screens. '''Note that the current unstable version of RimWorld 1.5 also automatically loads About/ModIcon.png, so this field is not necessary to show a mod icon. You only need it if you want to store your mod icon in your Textures folder for some reason.''' Mod icons should be 32x32 PNG files with limited colors; Unity's image compression will make icons very crunchy if you try to add too much detail.&lt;br /&gt;
&lt;br /&gt;
'''WARNING:''' This tag was introduced in RimWorld 1.5 and will generate errors in previous versions unless &amp;lt;code&amp;gt;IgnoreIfNoMatchingField&amp;lt;/code&amp;gt; is used. If you intend to support older versions of RimWorld with your mod and you want to use this field, you must add this attribute.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;url&amp;gt;https://steamcommunity.com/workshop/filedetails/?id=2009463077&amp;lt;/url&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
A web link that can be displayed with your mod info. This can be any link, though most mods will link to their primary download source, such as a Steam Workshop page, GitHub repository, or Ludeon Forum link.&lt;br /&gt;
&lt;br /&gt;
The example URL is the Steam Workshop page for the latest version of [[Modding_Tutorials/Using_Harmony|Harmony]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;descriptionsByVersion&amp;gt;&lt;br /&gt;
  &amp;lt;v1.4&amp;gt;A different description.&amp;lt;/v1.4&amp;gt;&lt;br /&gt;
&amp;lt;/descriptionsByVersion&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Used to specify a different mod description for specific versions of RimWorld. This is not used by Steam Workshop.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;modDependencies&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    &amp;lt;packageId&amp;gt;brrainz.harmony&amp;lt;/packageId&amp;gt;&lt;br /&gt;
    &amp;lt;displayName&amp;gt;Harmony&amp;lt;/displayName&amp;gt;&lt;br /&gt;
    &amp;lt;steamWorkshopUrl&amp;gt;steam://url/CommunityFilePage/2009463077&amp;lt;/steamWorkshopUrl&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/modDependencies&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Used to specify dependencies for your mod. Players will be warned if a dependency for your mod is not loaded in their mod list, though players may choose to ignore it.&lt;br /&gt;
&lt;br /&gt;
Note that this is not automatically used by Steam Workshop; if you want players to be notified that they should download a dependency, you must add that via Steam Workshop's &amp;quot;Required Items&amp;quot; feature.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;modDependencies&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    &amp;lt;packageId&amp;gt;erdelf.HumanoidAlienRaces&amp;lt;/packageId&amp;gt;&lt;br /&gt;
    &amp;lt;displayName&amp;gt;Humanoid Alien Races&amp;lt;/displayName&amp;gt;&lt;br /&gt;
    &amp;lt;steamWorkshopUrl&amp;gt;steam://url/CommunityFilePage/839005762&amp;lt;/steamWorkshopUrl&amp;gt;&lt;br /&gt;
    &amp;lt;alternativePackageIds IgnoreIfNoMatchingField=&amp;quot;True&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;erdelf.HumanoidAlienRaces.dev&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/alternativePackageIds&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/modDependencies&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
'''1.6+''' New in 1.6, you can specify one or more alternative packageIds that can fulfill a dependency requirement. The example here is for the development/unstable version of Humanoid Alien Races, which has a different packageId from the regular mod. As with all other newly introduced tags, if the mod in question supports versions older than 1.6, then the IgnoreIfNoMatchingField attribute should be used to prevent the game from throwing errors when loading into older versions of RimWorld.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;modDependenciesByVersion&amp;gt;&lt;br /&gt;
  &amp;lt;v1.4&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
      &amp;lt;packageId&amp;gt;brrainz.harmony&amp;lt;/packageId&amp;gt;&lt;br /&gt;
      &amp;lt;displayName&amp;gt;Harmony&amp;lt;/displayName&amp;gt;&lt;br /&gt;
      &amp;lt;steamWorkshopUrl&amp;gt;steam://url/CommunityFilePage/2009463077&amp;lt;/steamWorkshopUrl&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/v1.4&amp;gt;&lt;br /&gt;
&amp;lt;/modDependenciesByVersion&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Used to specify dependencies for your mod that only apply for a specific version. See above for more details.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;loadBefore&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CETeam.CombatExtended&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/loadBefore&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Used to specify mods that your mod should load before. RimWorld will warn the player if your mod is not in the correct place in their mod list.&lt;br /&gt;
&lt;br /&gt;
Mods specified this way must be referenced by their &amp;lt;code&amp;gt;packageId&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;loadBeforeByVersion&amp;gt;&lt;br /&gt;
  &amp;lt;v1.4&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;CETeam.CombatExtended&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/v1.4&amp;gt;&lt;br /&gt;
&amp;lt;/loadBeforeByVersion&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Same as &amp;lt;code&amp;gt;loadBefore&amp;lt;/code&amp;gt;, but only for the specified RimWorld versions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;forceLoadBefore&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CETeam.CombatExtended&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/forceLoadBefore&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Same as &amp;lt;code&amp;gt;loadBefore&amp;lt;/code&amp;gt;, but instead of just a warning, RimWorld will not allow your mod to be loaded after the specified mods. Note that external mod managers such as RimSort and RimPy may not respect this field.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;loadAfter&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;erdelf.HumanoidAlienRaces&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/loadAfter&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Used to specify mods that your mod should load after. RimWorld will warn the player if your mod is not in the correct place in their mod list.&lt;br /&gt;
&lt;br /&gt;
Mods specified this way must be referenced by their &amp;lt;code&amp;gt;packageId&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;loadAfterByVersion&amp;gt;&lt;br /&gt;
  &amp;lt;v1.4&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;erdelf.HumanoidAlienRaces&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/v1.4&amp;gt;&lt;br /&gt;
&amp;lt;/loadAfterByVersion&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Same as &amp;lt;code&amp;gt;loadAfter&amp;lt;/code&amp;gt;, but only for the specified RimWorld versions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;forceLoadAfter&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;erdelf.HumanoidAlienRaces&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/forceLoadAfter&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Same as &amp;lt;code&amp;gt;loadAfter&amp;lt;/code&amp;gt;, but instead of just a warning, RimWorld will not allow your mod to be loaded before the specified mods. Note that external mod managers such as RimSort and RimPy may not respect this field.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;incompatibleWith&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;CETeam.CombatExtended&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/incompatibleWith&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Used to specify mods that your mod is incompatible with. Players will be warned if the specified mods are loaded at the same time that your mod is.&lt;br /&gt;
&lt;br /&gt;
This should generally only be used to specify mods that are fundamentally incompatible with your mod rather than mods that simply have bugs related to your mod.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;incompatibleWithByVersion&amp;gt;&lt;br /&gt;
  &amp;lt;v1.4&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;CETeam.CombatExtended&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/v1.4&amp;gt;&lt;br /&gt;
&amp;lt;/incompatibleWithByVersion&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Same as &amp;lt;code&amp;gt;incompatibleWith&amp;lt;/code&amp;gt;, but only for the specified versions.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
As &amp;lt;code&amp;gt;About.xml&amp;lt;/code&amp;gt; is required for all mods, you can use existing mods as a reference if you need some examples of working &amp;lt;code&amp;gt;About.xml&amp;lt;/code&amp;gt; files. The default installation folder for Steam Workshop mods is under &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\workshop\content\294100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials&amp;diff=180590</id>
		<title>Modding Tutorials</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials&amp;diff=180590"/>
		<updated>2026-05-23T23:35:48Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Purged deleted tutorials.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Mods_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the hub page for tutorials, guides, and reference materials for creating mods for RimWorld. If you are looking for instructions on how to use RimWorld, please check out the general [[Modding]] hub.&lt;br /&gt;
&lt;br /&gt;
As RimWorld does not have a formal modding API, nearly all of the information here has been gathered and maintained by the modding community.&lt;br /&gt;
&lt;br /&gt;
'''NEW: [[Modding_Tutorials/RimWorld_1.6_Mod_Updates|RimWorld 1.6 Mod Updates]]''' - A work-in-progress list of changes datamined by the modding community in the current unstable version of RimWorld 1.6. '''THERE MAY BE ODYSSEY DLC SPOILERS, YOU HAVE BEEN WARNED.'''&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==About RimWorld==&lt;br /&gt;
RimWorld is a multi-platform game written on Unity 2022.3.35. However, the Unity Editor is not used for creating mods unless you are creating new shaders or building optional asset bundles.&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Recommended_software|Recommended Software]] - Editors and other useful software for mod development&lt;br /&gt;
* [[Modding_Tutorials/Mod_Folder_Structure|Mod Folder Structure]] - Explore the basic folder structure of a mod&lt;br /&gt;
** [[Modding_Tutorials/About.xml|About.xml]] - About.xml identifies and describes your mod to RimWorld so that it can be loaded properly&lt;br /&gt;
&lt;br /&gt;
===Game Systems Guides===&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Defs|Defs]] - XML Definitions are used to define and configure content in a way that does not require compiling code&lt;br /&gt;
** [[Modding_Tutorials/MayRequire|MayRequire]] - MayRequire and MayRequireAnyOf are used to conditionally load Defs and list entries based on whether a DLC or other mod is loaded&lt;br /&gt;
* [[Modding_Tutorials/Localization|Localization]] - Define text strings used for translations and word lists used in name and text generation&lt;br /&gt;
* [[Modding_Tutorials/PatchOperations|PatchOperations]] - PatchOperations are used to modify XML Defs without overwriting them completely&lt;br /&gt;
* [[Modding_Tutorials/Sounds|Sounds]] - (Needs Rewriting) Adding sound files for mods&lt;br /&gt;
* [[Modding_Tutorials/Textures|Textures]] - How to create and add textures to mods&lt;br /&gt;
* [[Modding Tutorials/Plant Rendering|Plant Rendering]] - An explanation of how plant textures are rendered&lt;br /&gt;
* [[Modding_Tutorials/Research_Projects|Research Projects]] - How to create and use research projects.&lt;br /&gt;
&lt;br /&gt;
===XML Tutorials===&lt;br /&gt;
&lt;br /&gt;
The following are step-by-step tutorials for creating basic content mods.&lt;br /&gt;
&lt;br /&gt;
Basic Tutorials:&lt;br /&gt;
* [[Modding_Tutorials/Basic_Melee_Weapon|Basic Melee Weapon]] - How to create a basic melee weapon with a texture mask&lt;br /&gt;
* [[Modding_Tutorials/Basic_Ranged_Weapon|Basic Ranged Weapon]] - How to create a basic ranged weapon with custom sound effects&lt;br /&gt;
* [[Modding_Tutorials/Basic_Plant|Basic Plant]] - How to create a custom plant with both a cultivated and wild variant&lt;br /&gt;
* Custom Animal (Upcoming)&lt;br /&gt;
* Simple Building (Upcoming)&lt;br /&gt;
* Custom Workbench (Upcoming)&lt;br /&gt;
* Custom Drug (Upcoming)&lt;br /&gt;
&lt;br /&gt;
Advanced Tutorials:&lt;br /&gt;
* Custom Faction (Upcoming)&lt;br /&gt;
* Custom Culture (Upcoming)&lt;br /&gt;
* Custom Trader Type (Upcoming)&lt;br /&gt;
&lt;br /&gt;
===C# Guides===&lt;br /&gt;
&lt;br /&gt;
C# is used to create and define custom game behaviors &lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Decompiling source code|Decompiling Source Code]] - How to set up and use a decompiler to read vanilla game code&lt;br /&gt;
* [[Modding_Tutorials/Setting up a solution|Setting up a Solution]] - How to set up a solution for compiling a custom mod assembly&lt;br /&gt;
* [[Modding_Tutorials/Application_Startup|Application Startup]] - Describes the application startup process and the order in which game data is loaded&lt;br /&gt;
* Custom Consumable (Upcoming)&lt;br /&gt;
* Custom Overlays (Upcoming)&lt;br /&gt;
* [[Modding_Tutorials/Code_FloatMenuOptionProvider|FloatMenuOptionProvider]] - How to use &amp;lt;code&amp;gt;FloatMenuOptionProvider&amp;lt;/code&amp;gt; to add right click context menu options to arbitrary targets.&lt;br /&gt;
* [[Modding_Tutorials/Code_MendingJob|Example Mending Job]] - How to use a &amp;lt;code&amp;gt;FloatMenuOptionProvider&amp;lt;/code&amp;gt; in conjunction with a &amp;lt;code&amp;gt;JobDef&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;JobDriver&amp;lt;/code&amp;gt; in order to create a simple mending function for weapons and apparel.&lt;br /&gt;
&lt;br /&gt;
===Updates and Migrations===&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/RimWorld_1.5_Mod_Updates|RimWorld 1.5 Mod Updates]] - (WARNING: Anomaly Spoilers) Community notes for updating mods from 1.4 to 1.5.&lt;br /&gt;
* [[Modding_Tutorials/RimWorld_1.6_Mod_Updates|RimWorld 1.6 Mod Updates]] - (WARNING: Odyssey Spoilers) Community notes for updating mods from 1.5 to 1.6.&lt;br /&gt;
&lt;br /&gt;
===Testing and Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
* [[Modding Tutorials/Testing mods|Testing Mods]] - Tips and tricks for testing mod content&lt;br /&gt;
&lt;br /&gt;
===Slightly Outdated===&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Plague_Gun|Plague Gun]] - This tutorial was created for RimWorld 1.0 but updated for 1.4. While the exact content is obsolete as you can now accomplish the same result with purely vanilla XML, it is still useful as a crash course for end-to-end mod creation and is here until newer tutorials can replace it.&lt;br /&gt;
&lt;br /&gt;
===Uploading to Steam Workshop===&lt;br /&gt;
* You can upload your mod to Steam Workshop by enabling Development Mode from your game Options and then using the Upload option under the Advanced button in the vanilla mod manager.&lt;br /&gt;
* Note that in order to upload to Steam Workshop, you must own the game on Steam Workshop. Owning RimWorld on GOG or Epic will not work.&lt;br /&gt;
* Your Preview.png should be a 640x360 or 1280x720 PNG and '''must''' be under 1MB. If it is too large, then your upload will be rejected with &amp;lt;code&amp;gt;Error : Limit Exceeded&amp;lt;/code&amp;gt;&lt;br /&gt;
* If you get a &amp;lt;code&amp;gt;OnItemSubmitted Fail&amp;lt;/code&amp;gt; error, make sure you close any programs that are targeting items in your mods folder. This can also mean that Steam Workshop is having some technical issues at the moment. If it keeps occurring, then the only thing to do is to wait a few hours for it to clear up.&lt;br /&gt;
* Steam mod descriptions don't use markdown, they use a variant of BBCode. Please check out the [https://steamcommunity.com/comment/Guide/formattinghelp Steam text formatting guide].&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
'''Note:''' All of the above tutorials have been cleaned up and reviewed by the #mod-development team on the [https://discord.gg/rimworld RimWorld Discord] in cooperation with RimWorld Wiki staff editors. Please let us know before creating, adding, or making any major edits to the vetted tutorials and guides section!&lt;br /&gt;
&lt;br /&gt;
==Outdated / Under Review==&lt;br /&gt;
&lt;br /&gt;
The following tutorials are either out of date or in need of a rewrite. The information in them might be useful but may not be up to standard; please be aware of any potential inaccuracies until they can be addressed.&lt;br /&gt;
&lt;br /&gt;
* [[Modding Tutorials/First Steps|First Steps and Some Links]]&lt;br /&gt;
* [[Modding Tutorials/Essence| Essence of Modding]]&lt;br /&gt;
* [[Modding Troubleshooting Tips and Guides]]&lt;br /&gt;
* [[Modding Tutorials/Sounds|Adding and Testing Sounds]]&lt;br /&gt;
* [[Modding Tutorials/Assets|Decompiling Texture/Sound Assets]]&lt;br /&gt;
* [[Modding Tutorials/Compatibility|Compatibility]]&lt;br /&gt;
* [[Modding_Tutorials/Distribution|Distribution]]&lt;br /&gt;
* [[Modding_Tutorials/Modifying defs|Modifying Defs]]&lt;br /&gt;
* [[Modding_Tutorials/Troubleshooting|Troubleshooting mods]]&lt;br /&gt;
* [[Modding Tutorials/Rituals]]&lt;br /&gt;
&lt;br /&gt;
===XML tutorials===&lt;br /&gt;
&lt;br /&gt;
* [[Modding Tutorials/XML file structure|XML File Structure]]&lt;br /&gt;
* [[Modding Tutorials/XML Defs|Introduction to XML Defs]]&lt;br /&gt;
** [[Modding Tutorials/Compatibility with defs|XML Def Compatibility]]&lt;br /&gt;
** [[Modding Tutorials/ThingDef|ThingDef explained]]&lt;br /&gt;
** [[Modding Tutorials/Weapons Guns|Weapons_Guns.xml explained]]. Slightly dated.&lt;br /&gt;
* [[Modding Tutorials/Xenotype template]] originally by Ryflamer&lt;br /&gt;
&lt;br /&gt;
===C# tutorials===&lt;br /&gt;
* [[Modding_Tutorials/Hello World|Hello World]]&lt;br /&gt;
* [[Modding_Tutorials/Writing custom code|Writing Custom Code]]&lt;br /&gt;
* [[Modding Tutorials/Linking XML and C#|Linking XML and C#]]&lt;br /&gt;
* [[Modding_Tutorials/Harmony|Alter Code at Runtime with Harmony]] - this is a best practice for modifying game code, replacing C# code injection to reduce Mod Conflicts&lt;br /&gt;
* [[Modding_Tutorials/Modifying classes|Adding fields and methods to classes]]&lt;br /&gt;
* [[Modding Tutorials/ModSettings|Mod settings]] - Add settings to your mod&lt;br /&gt;
* [[Modding Tutorials/DefModExtension|Def mod extensions]] - Add (custom) fields to Defs&lt;br /&gt;
* [[Modding Tutorials/Custom Comp Classes|Custom Comp Classes]] - A quick overview of what types of Comps there are, and what they're suited for.&lt;br /&gt;
* [[Modding_Tutorials/ThingComp|ThingComp]] - Learn all there is to know about ThingComps.&lt;br /&gt;
* [[Modding Tutorials/GameComponent|Components]] - GameComponents, WorldComponents, and MapComponents&lt;br /&gt;
* [[Modding_Tutorials/Def classes|Introduction to Def Classes]]&lt;br /&gt;
* [[Modding_Tutorials/Compatibility_with_DLLs|Using Harmony to optionally patch other mods for the sake of compatibility]]&lt;br /&gt;
* [[Modding Tutorials/TweakValue|TweakValues]] - Change values on the fly (handy for quick iteration!)&lt;br /&gt;
* [[Modding Tutorials/ExposeData|ExposeData]] - Save stuff&lt;br /&gt;
* [[Modding Tutorials/BigAssListOfUsefulClasses|The big ass list of useful classes]] - A non-exhaustive list of classes you'll use most&lt;br /&gt;
* [[Modding Tutorials/GrammarResolver|Grammar Resolver]] - PAWN_objective, PAWN_possessive? Find out what it all means here.&lt;br /&gt;
* [https://github.com/Mehni/ExampleJob/wiki ExampleJob] - Mehni's top to bottom breakdown of Jobs.&lt;br /&gt;
* [[Modding_Tutorials/ConfigErrors|Config Errors]] - Provide configuration issues to the user on startup.&lt;br /&gt;
* [[Modding Tutorials/DebugActions|Debug Actions]] - Call methods from the debug menu&lt;br /&gt;
* [https://www.arp242.net/rimworld-mod-linux.html Getting started with RimWorld modding on Linux]&lt;br /&gt;
&lt;br /&gt;
===Art Tutorials===&lt;br /&gt;
* [https://spdskatr.github.io/RWModdingResources/artstyle Artstyle] - Officially unofficial guide to RimWorld's Artstyle&lt;br /&gt;
* Ekksu's animal texture guides: [https://imgur.com/a/how-to-make-rimworld-sprites-its-basically-x-with-y-edition-wS3Pt 1] [https://imgur.com/a/how-to-make-rimworld-sprites-theres-nothing-that-looks-like-this-animal-edition-xdDzg 2]&lt;br /&gt;
* [https://steamcommunity.com/sharedfiles/filedetails/?id=1114369188 ChickenPlucker's guide to creating apparel]&lt;br /&gt;
* [https://github.com/seraphile/rimshare/wiki/Colouring-in-Images Seraphile's guide to masks]&lt;br /&gt;
&lt;br /&gt;
===Under Construction===&lt;br /&gt;
&lt;br /&gt;
These are currently unfinished and need to be cleaned up or removed&lt;br /&gt;
&lt;br /&gt;
* [[Modding Tutorials/Quests]]&lt;br /&gt;
* [[Modding Tutorials/Troubleshooting/Finding Exceptions]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://github.com/roxxploxx/RimWorldModGuide/wiki Roxxploxx's set of modding tutorials]&lt;br /&gt;
* [https://spdskatr.github.io/RWModdingResources/ RimWorld Modding Resources - A hub for guides, modders, practical tips]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Xenotypes&amp;diff=180589</id>
		<title>Modding Tutorials/Xenotypes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Xenotypes&amp;diff=180589"/>
		<updated>2026-05-23T23:34:47Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Added outdated label&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Modding_Tutorials/Outdated}} &lt;br /&gt;
&lt;br /&gt;
[[Xenotypes]] offer a wide range of possibilities for modders.&lt;br /&gt;
&lt;br /&gt;
== Xenotype template == &lt;br /&gt;
{{Recode|reason=1) Make collapsible 2) Sanguophage uses a bunch of special options - add these}}&lt;br /&gt;
The following is the template for assembling xenotypes from the [[genes]] in the game. Under each heading the existing genes are listed. Simply delete or comment out the genes you do not wish to include. This is best done by editing or viewing the source of this page and copy and pasting from there. Do not include the &amp;lt;nowiki&amp;gt;&amp;lt;pre&amp;gt; and &amp;lt;/pre&amp;gt; tags&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is accurate as of the 1st of November 2022. It is originally provided by Ryflamer but has since been modified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;Defs&amp;gt;    &lt;br /&gt;
	&amp;lt;XenotypeDef&amp;gt;&lt;br /&gt;
		&amp;lt;defName&amp;gt;xenotypedefname&amp;lt;/defName&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;ingame name&amp;lt;/label&amp;gt;&lt;br /&gt;
		&amp;lt;description&amp;gt;A long description goes here, where you can describe the lore and whatever&amp;lt;/description&amp;gt;&lt;br /&gt;
		&amp;lt;descriptionShort&amp;gt;A shorter description goes here&amp;lt;/descriptionShort&amp;gt;&lt;br /&gt;
		&amp;lt;iconPath&amp;gt;UI/Icons/Xenotypes/Hussar&amp;lt;/iconPath&amp;gt;&lt;br /&gt;
		&amp;lt;inheritable&amp;gt;true&amp;lt;/inheritable&amp;gt; &amp;lt;!-- Can be omitted for not inheritable --&amp;gt;&lt;br /&gt;
		&amp;lt;nameMaker&amp;gt;NamerPersonDirtmole_Male&amp;lt;/nameMaker&amp;gt; &amp;lt;!-- If omitted, the default name generator will be used. If this is used but nameMakerFemale is omitted, it will be used for both genders --&amp;gt;&lt;br /&gt;
		&amp;lt;nameMakerFemale&amp;gt;NamerPersonDirtmole_Female&amp;lt;/nameMakerFemale&amp;gt;&lt;br /&gt;
		&amp;lt;chanceToUseNameMaker&amp;gt;1&amp;lt;/chanceToUseNameMaker&amp;gt;&lt;br /&gt;
        &amp;lt;combatPowerFactor&amp;gt;1.5&amp;lt;/combatPowerFactor&amp;gt;  &amp;lt;!-- Can be omitted for 1x factor --&amp;gt;&lt;br /&gt;
		&amp;lt;genes&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ======================================== Visual Genes ======================================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Beard ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Beard_Always&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Beard_NoBeardOnly&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Beard_BushyOnly&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Beard ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Bodies ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!--&amp;lt;li&amp;gt;Body_Hulk&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!--&amp;lt;li&amp;gt;&amp;lt;li&amp;gt;Body_Thin&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!--&amp;lt;li&amp;gt;&amp;lt;li&amp;gt;Body_Standard&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Body_Fat&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Bodies ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Brows ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Brow_Heavy&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Brows ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Ears ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Ears_Cat&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Ears_Floppy&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Ears_Human&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Ears_Pig&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Ears_Pointed&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Ears ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Eyes ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Eyes_Red&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Eyes_Gray&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Eyes ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Facial Overlay ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;FacialRidges&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Facial Overlay ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Hands ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;ElongatedFingers&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hands_Human&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hands_Pig&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Hands ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Hair ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_BaldOnly&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_ShortOnly&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_LongOnly&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_Grayless&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_Pink&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_Blonde&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_SandyBlonde&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_ReddishBrown&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_DarkBrown&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_DarkSaturatedReddish&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_DarkReddish&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_MidBlack&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_DarkBlack&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_InkBlack&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_SnowWhite&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_Gray&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_LightOrange&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_SandyBlonde&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_LightPurple&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_LightBlue&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_LightTeal&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_LightGreen&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hair_BrightRed&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Hair ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Head ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Headbone_MiniHorns&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Head_Gaunt&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Head ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Horns ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Headbone_Human&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Headbone_CenterHorn&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Headbone_MiniHorns&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Horns ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Jaw ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Jaw_Baseline&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Jaw_Heavy&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Jaw ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Skin ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Furskin&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_Blue&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_DeepRed&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_DeepYellow&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_Green&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_InkBlack&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_LightGray&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_Orange&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_PaleRed&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_PaleYellow&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_Purple&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_SheerWhite&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_SlateGray&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_Melanin1&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_Melanin2&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_Melanin3&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_Melanin4&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_Melanin5&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_Melanin6&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_Melanin7&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_Melanin8&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Skin_Melanin9&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Skin ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Nose ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Nose_Human&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Nose_Pig&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Nose ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Tail ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Tail_Furry&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Tail_Smooth&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Tail ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ======================================== Stat Genes ======================================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Abilities ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AcidSpray&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AnimalWarcall&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Bloodfeeder&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Coagulate&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;FireSpew&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;FoamSpray&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;LongjumpLegs&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;PiercingSpine&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Resurrect&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;XenogermReimplanter&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Abilities ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Aggression ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Aggression_HyperAggressive&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Aggression_Aggressive&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Aggression_DeadCalm&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Aggression ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Aptitude ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeTerrible_Animals&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeTerrible_Social&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeTerrible_Artistic&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeTerrible_Mining&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeTerrible_Mining&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeTerrible_Plants&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudePoor_Artistic&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudePoor_Intellectual&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudePoor_Social&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudePoor_Shooting&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudePoor_Cooking&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudePoor_Cooking&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudePoor_Plants&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudePoor_Animals&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeStrong_Melee&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeStrong_Social&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeStrong_Intellectual&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeRemarkable_Shooting&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeRemarkable_Melee&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeRemarkable_Animals&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeRemarkable_Mining&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AptitudeRemarkable_Social&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Aptitude ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Beauty ==================== --&amp;gt;&lt;br /&gt;
			&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Beauty_VeryUgly&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Beauty_Ugly&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Beauty_Pretty&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Beauty_Beautiful&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Beauty ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Chemical Dependency ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;ChemicalDependency_GoJuice&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;ChemicalDependency_Psychite&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Chemical Dependency ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Fertility ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Sterile&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Fertile&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Fertility ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Immunity ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Immunity_Weak&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Immunity_Strong&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Immunity_SuperStrong&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Immunity ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Learning ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Learning_Slow&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Learning_Fast&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Learning ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Libido ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;&amp;lt;!-- li&amp;gt;Libido_Low&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Libido_High&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Libido ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Melee Damage ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;MeleeDamage_Weak&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;MeleeDamage_Strong&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Melee Damage ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Mood ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Mood_Depressive&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Mood_Pessimist&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Mood_Optimist&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Mood_Sanguine&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Mood ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Movement Speed ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;MoveSpeed_Quick&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;MoveSpeed_Slow&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;MoveSpeed_VeryQuick&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Movement Speed ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Pain ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Pain_Reduced&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Pain_Extra&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Pain ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Psychic Ability ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;PsychicAbility_Deaf&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;PsychicAbility_Dull&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;PsychicAbility_Enhanced&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;PsychicAbility_Extreme&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Psychic Ability ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Sleep ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Neversleep&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;LowSleep&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Sleepy&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;VerySleepy&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Sleep ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Temperature ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;MinTemp_SmallDecrease&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;MinTemp_SmallIncrease&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;MinTemp_LargeIncrease&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;MaxTemp_SmallDecrease&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;MaxTemp_SmallIncrease&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;MaxTemp_LargeIncrease&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Temperature ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Toughness ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!--&amp;lt;li&amp;gt;Delicate&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Robust&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Toughness ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Toxic Resistance ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;ToxicEnvironmentResistance_Partial&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;ToxicEnvironmentResistance_Total&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;ToxResist_Partial&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;ToxResist_Total&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Toxic Resistance ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== UV Sensitivity ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;UVSensitivity_Intense&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;UVSensitivity_Mild&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== UV Sensitivity ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Vision ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;DarkVision&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Nearsighted&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Vision ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Voice ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Voice_Human&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;VoicePig&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;VoiceRoar&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Voice ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Wound Healing ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;WoundHealing_Fast&amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;WoundHealing_Slow&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;WoundHealing_SuperFast&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Wound Healing ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ======================================== Unique Genes ======================================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Vampire ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Hemogenic&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;HemogenDrain&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;DiseaseFree&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;TotalHealing&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Deathrest&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Ageless&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Deathless&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;ArchiteMetabolism&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;PerfectImmunity&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;FireWeakness&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;FireTerror&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Vampire ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- ==================== Misc ==================== --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;AddictionImmune_WakeUp&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;FireResistant&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Inbred&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Instability_Mild&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Instability_Major&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;KillThirst&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;KindInstinct&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;NakedSpeed&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;PollutionRush&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;PsychicBonding&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;RobustDigestion&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;StrongStomach&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Superclotting&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;Unstoppable&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
			&amp;lt;!-- &amp;lt;li&amp;gt;ViolenceDisabled&amp;lt;/li&amp;gt; --&amp;gt;&lt;br /&gt;
		&amp;lt;/genes&amp;gt;&lt;br /&gt;
	&amp;lt;/XenotypeDef&amp;gt;&lt;br /&gt;
&amp;lt;/Defs&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adding xenotypes to generated pawns ==&lt;br /&gt;
{{Stub|section=1|reason=More details on how pawnkind and ideoligion generation affects xenotype selection. Information on &amp;lt;code&amp;gt;MustBeCapableOfViolence&amp;lt;/code&amp;gt; flag on pawn generation request.}}&lt;br /&gt;
[[Factions]] have their distribution of xenotypes set in their faction def at the top level by the following: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;xenotypeSet&amp;gt;&lt;br /&gt;
      &amp;lt;xenotypeChances&amp;gt;&lt;br /&gt;
        &amp;lt;Neanderthal MayRequire=&amp;quot;Ludeon.RimWorld.Biotech&amp;quot;&amp;gt;0.05&amp;lt;/Neanderthal&amp;gt;&lt;br /&gt;
        &amp;lt;Hussar MayRequire=&amp;quot;Ludeon.RimWorld.Biotech&amp;quot;&amp;gt;0.15&amp;lt;/Hussar&amp;gt;&lt;br /&gt;
        &amp;lt;Genie MayRequire=&amp;quot;Ludeon.RimWorld.Biotech&amp;quot;&amp;gt;0.10&amp;lt;/Genie&amp;gt;&lt;br /&gt;
      &amp;lt;/xenotypeChances&amp;gt;&lt;br /&gt;
    &amp;lt;/xenotypeSet&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Note: The above is for a faction that is not defined by the [[Biotech DLC]], hence the may require. This difference is irrelevant to the interpretation method chosen.&amp;lt;/small&amp;gt;&lt;br /&gt;
These values are then interpreted one of two ways.&lt;br /&gt;
First:&lt;br /&gt;
If the values add up to less than 1.0, then they are interpreted as percentage chances for a pawn, absent any other xenotype selections, to be that xenotype, with the remainder being the chance to be a baseliner. In the above example, as the sum of 0.05, 0.15, and 0.10 is only 0.30. As this is less than 1.0, there is a 5% chance for a pawn from that faction to be a [[neanderthal]], a 15% chance to be a [[hussar]], a 10% chance to be a genie, and a 70% chance to be baseliner. &lt;br /&gt;
&lt;br /&gt;
Second:&lt;br /&gt;
If the values exceed 1.0, then the values are instead interpreted as a weight, where the chance is equal to the value for that xenotype divided by the sum of all the weights given. If baseliners are not included as a weight, they are excluded&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;xenotypeSet&amp;gt;&lt;br /&gt;
      &amp;lt;xenotypeChances&amp;gt;&lt;br /&gt;
        &amp;lt;Neanderthal&amp;gt;999&amp;lt;/Neanderthal&amp;gt;&lt;br /&gt;
      &amp;lt;/xenotypeChances&amp;gt;&lt;br /&gt;
    &amp;lt;/xenotypeSet&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Note: The above is for a faction that is defined by the [[Biotech DLC]], hence the lack of may require. This difference is irrelevant to the interpretation method chosen.&amp;lt;/small&amp;gt;&lt;br /&gt;
Neanderthals have a (999/999)*100%, or a 100% chance to be selected.&lt;br /&gt;
&lt;br /&gt;
Additional xenotypeSet definitions can be made in [[memes]]{{Hover title|link=no|At the time of writing (version 1.4.3704), no memes in the official content contain xenotypeSet definitions.|&amp;lt;sup&amp;gt;[Note]&amp;lt;/sup&amp;gt;}} and PawnKinds. Whenever a pawn generation request is made, the generator sums the xenotype chances from the faction, the PawnKind, and each meme of the faction's primary ideoligion. The totals are then interpreted as either probabilities or weights, as described above.&lt;br /&gt;
&lt;br /&gt;
For example, suppose a pawn is generated using the faction at the top of this section and a PawnKind with the following configuration:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;xenotypeSet&amp;gt;&lt;br /&gt;
      &amp;lt;xenotypeChances&amp;gt;&lt;br /&gt;
        &amp;lt;Highmate&amp;gt;0.25&amp;lt;/Highmate&amp;gt;&lt;br /&gt;
        &amp;lt;Genie&amp;gt;0.15&amp;lt;/Genie&amp;gt;&lt;br /&gt;
      &amp;lt;/xenotypeChances&amp;gt;&lt;br /&gt;
    &amp;lt;/xenotypeSet&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The chances will be added together, resulting in Neaderthal=0.05, Hussar=0.15, Genie=0.25 (from adding 0.10 and 0.15), and Highmate=0.25. The total of all of these is 0.7, leaving baseliners with a chance of 0.3.&lt;br /&gt;
&lt;br /&gt;
Note that a PawnKind may have &amp;lt;code&amp;gt;&amp;lt;useFactionXenotypes&amp;gt;false&amp;lt;/useFactionXenotypes&amp;gt;&amp;lt;/code&amp;gt;, which causes the faction's xenotypeSet to be ignored.&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=180569</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=180569"/>
		<updated>2026-05-22T14:19:08Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: While the change is more accurate, the actual in-game text is indeed incorrectly written specifically as &amp;quot;him&amp;quot; and thus should probably stay true to the game until it gets fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
'''Titles''' are a mechanic introduced in the [[Royalty]] DLC, representing power and prestige from the [[Empire]]. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Summary == &lt;br /&gt;
Titles are obtained by spending '''Honor''', the currency of the Royalty system. Honor is offered as a [[quest]] reward, or can be purchased from Royal Tribute Collector caravans in exchange for either [[gold]] or [[prisoners]]. &lt;br /&gt;
&lt;br /&gt;
Titles come with demands. From the title of Acolyte onwards, the title holder will start to demand certain apparel, a proper throne room, and more prestigious bedrooms. There are also limits on [[recreation]]. Empire guests and colonists with certain [[traits]] will be ''conceited'' and have more demands. In exchange, the empire will grant increasing levels of [[Psylink]], and give you access to [[#Permits|Permits]].&lt;br /&gt;
&lt;br /&gt;
Titles are retained if you become [[goodwill|hostile]] to the [[empire|empire faction]], though using permits is disabled until relations are restored. Titles can be renounced at the pawn's Bio screen.&lt;br /&gt;
&lt;br /&gt;
'''Special Traits:'''&lt;br /&gt;
* [[Ascetic]]s do not have royal demands, overriding the clothing and bedroom needs entirely. They'll need a throne in an enclosed room, but do not care if throne requirements are unmet. However, their throne room's Impressiveness will affect their mood, positively or negatively. Note that Ascetics will need to meet throne requirements to get their title, and that the [[Psyfocus#Dignified|meditation effectiveness]] of the throne remains improved by meeting the title requirements.&lt;br /&gt;
* Pawns with the [[Nudist]] and [[Cannibal (Trait)|Cannibal]] traits prefer being nude or eating human meat over their title requirements.&lt;br /&gt;
* Pawns with the Greedy, Jealous, or Abrasive traits are [[Titles#Conceited_pawns|Conceited]] and will have greater royal demands.&lt;br /&gt;
* [[Slaves]]{{IdeologyIcon}} can be given Honor, and will rank up as usual, with the same clothing and room requirements. However, they are unable to use permits, and slavery overrides conceited pawns' inability to work. There is a bug where slaves in a [[caravan]] can use their permits.{{Check Tag|Check for 1.4}}&lt;br /&gt;
&lt;br /&gt;
=== Conceited pawns ===&lt;br /&gt;
{{Stub|section=1|reason=When can they eat low-class food.}}&lt;br /&gt;
Pawns that are guests from, or are recruited from, the [[Empire]] faction, and those with the [[Greedy]], [[Jealous]], or [[Abrasive]] traits, are Conceited and will have greater royal demands. If [[Abrasive]] has been overridden by the [[Kind instinct]] gene{{BiotechIcon}} after they have a title they will still be conceited, but if they receive the gene before their first title then they will not be conceited even if the gene is removed later.{{Check Tag|Inc. post rank up?|Does this persist if they rank up without the gene?}}&lt;br /&gt;
&lt;br /&gt;
Starting at [[Acolyte]] and getting more severe with each rank, conceited nobles will refuse to do work of certain types, and will normally only eat certain types of food.{{Check Tag|Clarification needed| Will they eat it if fed given it as a prisoner? Will they eat it if fed it as a patient?}} Conceited nobles that eat food not in their allowed list will receive {{Thought|desc=That meal was below my station. My title's formal requirements should always be respected.|label=Ate low-class food|value=-8|duration=1}}. Note that conceited pawns will only automatically eat low-class food if they are starving. Also note that [[hemogen pack]]s{{BiotechIcon}} count as food for this purpose, even when being consumed for [[hemogen]]{{BiotechIcon}} and not [[saturation]].&lt;br /&gt;
&lt;br /&gt;
Conceited nobles have higher expectations then normal pawns, starting at [[Acolyte]] if their expectations would be lower they replace their regular [[Mood#Expectation moodlets|expectation moodlets]] with moderate expectations. Each additional title they get makes their minimum expectations one higher up to royal expectations at [[Archon]] and above.&lt;br /&gt;
&lt;br /&gt;
The game will show a popup warning if you attempt to give a conceited pawn royal honor.&lt;br /&gt;
&lt;br /&gt;
===Honor===&lt;br /&gt;
Honor is a direct reward for empire [[quest]]s that gives access to the empire's titles. Selling gold,  prisoners, or  [[slave]]s{{IdeologyIcon}} to a [[royal tribute collector]] also gives Honor. The pawn that does the selling gets the honor.&lt;br /&gt;
[[Skills#Social|Social]] skill or other social factors do not affect honor gain, but the pawn has to be [[Incapable|capable]] of Social in order to initiate trade.&lt;br /&gt;
&lt;br /&gt;
*Selling [[prisoner]]s or slaves gives 3 honor per pawn. They must be able to walk while being sold, but no other qualities matter. This gives the regular penalties for selling humans.&lt;br /&gt;
**It is possible to use the [[painblock]] psycast to temporarily make a pawn mobile, then rescue the now-Empire pawn for a [[goodwill]] boost.&lt;br /&gt;
*[[Gold]] gives 0.015 point of Honor per gold item, rounded down. Therefore, the amount of gold per honor:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Spent !! Honor || Equiv. Market Value&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 67 &lt;br /&gt;
| 1 || {{#expr: {{Q|Gold|Market Value Base}}*67}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 134 &lt;br /&gt;
| 2 || {{#expr: {{Q|Gold|Market Value Base}}*134}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 200 &lt;br /&gt;
| 3 || {{#expr: {{Q|Gold|Market Value Base}}*200}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bestowing ceremony ==&lt;br /&gt;
{{see also|Quests#Noble_Ceremony{{!}}Quests}}&lt;br /&gt;
The lowest title, Freeholder, is automatically 'purchased' as soon as a pawn earns their first point of Honor. Any further titles must be obtained through the bestowing ceremony.&lt;br /&gt;
&lt;br /&gt;
A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Bestower|bestower]], a ceremonial priest-like figure who arrives by [[imperial shuttle]] with a retinue of guards. To accept the quest, the pawn to be bestowed must have a throne room that meets the requirements, even if they themselves do not care about it. There is no room requirement for Freeholder and Novice ranks. The bestowing ceremony will be performed in the throne room assigned to the pawn to be bestowed upon. If the throne room no longer meets requirements, or is unassigned from the pawn, then the quest will fail and the bestower will return home. If no such room is available, the bestower will instead attempt to find a [[party spot]] and failing that pick a social gathering spot.{{Check Tag|Confirm Social Spot|Party spot is right, needs more testing to verify whether they target social gathering spots}} The ceremony itself gives the psylink upgrade and title. The bestower carries 2 [[psylink neuroformer]]s; if you wish, you may [[down]], arrest, or kill the bestower to steal them. Bestowers will leave if they are exposed to dense{{Check Tag|Detail needed|Define: Dense}} [[tox gas]] or [[rot stink]].&lt;br /&gt;
&lt;br /&gt;
If the quest fails for any reason except promotion to a higher rank, it will reoccur after a period of time.{{Check Tag|How long}}&lt;br /&gt;
&lt;br /&gt;
If you receive enough honor to qualify for a higher title, then the lower title's bestowing ceremony will be skipped entirely. Note that this can result in lost opportunities to gain honor from the skipped ceremonies, but you will still receive all of the missed psycasts that you would have gotten if you hadn't skipped the lower titles.&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, up to a maximum of 3 honor at &amp;gt;90% quality. Quality is determined by participant count and room impressiveness. This is independent from the actual outcome.&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;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BestowingCeremony.jpg|A bestower granting the Archon rank to a pawn.&lt;br /&gt;
BestowingCeremonyDeparture.jpg|Bestower and guards leaving on shuttle after granting a title.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inheritance ===&lt;br /&gt;
Titles from Acolyte onwards are able to be inherited. Heirs are automatically assigned, with additional weight towards spouses. They can be changed from a [[comms console]]; in order for heirs to actually change, you must complete a monument [[quest]]. Failure to complete the quest in time gives a [[goodwill]] penalty and causes no change.&lt;br /&gt;
&lt;br /&gt;
When a noble dies, the heir will automatically gain the Freeholder title, if they didn't already have honor. They must begin a bestowing ceremony to obtain their proper rank. Should the noble be [[Resurrector mech serum|resurrected]], the title is lost, even if the bestowing ceremony hasn't begun yet.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
For a full list of titles and their requirements, see the [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
*'''Freeholder (1 honor):''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.&lt;br /&gt;
*'''Novice (7 honor):''' The Imperial title of novice is held by those who have recently been initiated into the ranks of the psychic cult. It gives the holder the right to use low-level psychic abilities as part of their learning. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as novices.&lt;br /&gt;
*'''Acolyte (13 honor):''' The title of acolyte is the first title of senior learners in the psychic cult, and encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their liege as an advisor.&lt;br /&gt;
*'''Knight/Dame (21 honor):''' The title of knight is held by agents of the psychic cult who have fully passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected warriors, advisors, or commanders. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.&lt;br /&gt;
*'''Praetor (31 honor):''' The title of praetor denotes a member of the psychic cult who carries out field mission in a more senior role than a mere knight. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest independent combat units - terrestrial troop cohorts, or space-borne destroyers or combat groups.&lt;br /&gt;
*'''Baron/Baroness (45 honor):''' The title of baron is the lowest of the psychic lords who can act as a semi-independent ruler. Most barons are subordinate to a higher lord. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.&lt;br /&gt;
*'''Archon (65 honor):''' The title of archon is middle rank among the independent members of the psychic cult. In peacetime, an archon may rule to a city or colony. A successful archon might have a small personal fleet, possibly including capital ships.&lt;br /&gt;
&lt;br /&gt;
===Unobtainable===&lt;br /&gt;
&lt;br /&gt;
These titles cannot be obtained through honor without the use of mods, though it is possible to recruit a pawn that already has the title through arresting quest pawns or via [[Skip abduction]].&lt;br /&gt;
&lt;br /&gt;
*'''Dominus:''' The Imperial title of dominus is the highest of the middle-ranked independent rulers. In the Empire, domini control provinces, mega-cities, or moons. At war, a dominus can field a division-level force, or a fleet with capital ships and dozens of support craft.&lt;br /&gt;
*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures. (Note: Consul is only obtainable if Stellarch is converted to your colony as a colonist.)&lt;br /&gt;
*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.&lt;br /&gt;
*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power. (Note: The emperor is never seen in the normal game.)&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
For a full list of requirements per title, see [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
=== Thrones and Bedrooms ===&lt;br /&gt;
Titles of Acolyte and above require a throne room and separate bedrooms. Both rooms must be fully [[floor]]ed, and higher ranks will require all fine floors. As with non-titled pawns, couples can share a bedroom without penalty, regardless of either partners level of nobility. Unlike non-titled pawns however, nobles will object to sharing a room with a [[baby]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Any number of nobles can share a throne room, though they need individual thrones. Ways to remove a pawns [[sleep]] need, such as a [[Circadian half-cycler]], the [[Body mastery]] trait,{{AnomalyIcon}} or the [[Never sleep|Never sleep gene]],{{BiotechIcon}} do not negate the desire for a bedroom, though pawns won't sleep in it. &lt;br /&gt;
&lt;br /&gt;
As the titles increase in honor, so does the minimum requirement. Greater titles have an increasing minimum # of floor tiles, Impressiveness, and require specific furniture.&lt;br /&gt;
&lt;br /&gt;
For the purposes of the throne room requirement, they cannot have beds, workstations, ritual buildings from [[Ideology]] {{IdeologyIcon}}, or any building under the [[Biotech]] {{BiotechIcon}} or [[Anomaly]] {{AnomalyIcon}} tabs. However, they can function as Impressive recreation and dining rooms, giving your entire colony a mood buff. The [[meditation throne]] itself also functions as a chair, but the [[grand meditation throne]] can only be used for meditation and [[television]] watching.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]] pawns do not have to meet bedroom requirements at all. They won't receive negative [[thought]] if their throne doesn't meet requirements, but they must have a suitable throne room to actually receive their title, and they will have reduced [[psyfocus]] from a throne if requirements aren't met.&lt;br /&gt;
&lt;br /&gt;
=== Clothing requirements ===&lt;br /&gt;
Nobles of a rank that desire clothing will experience a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-specific apparel''&amp;quot; [[thought]] to their mood if any of their requirements are not met. For ranks that require a specific [[quality]], a separate stacking a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-quality apparel''&amp;quot; thought is applied if the items worn are not of the required quality.&lt;br /&gt;
&lt;br /&gt;
Clothing requires that a noble is ''covered'' in suitable apparel, i.e. that all body parts have an associated apparel. For example, Archons (and below) can suffice with a [[cape]] and any suitable headgear, or the combination of headgear and [[formal shirt]], [[formal vest]] / [[corset]], and [[prestige robe]].&lt;br /&gt;
&lt;br /&gt;
The [[Nudist]] trait and the [[Nudism]]{{ideologyIcon}} precepts override the clothing requirement, and Ascetic pawns ignore it. Any conflicting apparel requirements from simultaneously holding an [[ideoligion|ideoligious]] [[role]]{{IdeologyIcon}} are disabled, with the noble clothing requirement taking priority.&lt;br /&gt;
&lt;br /&gt;
===Food requirements===&lt;br /&gt;
Conceited nobles will refuse to eat certain foods, with fewer items being acceptable as the ranks increase. In general, all conceited nobles can eat [[lavish meal]]s, [[milk]], and other delicacies like [[insect jelly]] and [[chocolate]]. Ranks lower than Baron can eat [[fine meal]]s normally. If a noble is starving, then they will eat the meal at a {{--|7}} mood penalty. Non-conceited nobles have no such restrictions.&lt;br /&gt;
&lt;br /&gt;
Conceited [[Cannibal (Trait)|Cannibal]] nobles can eat [[human meat]] without penalty, and gain the normal positive moodlets from doing so. However, they still refuse to eat improper meals that include human meat, and when eating said meals, they will ''not'' get the benefit from the Cannibal trait. [[Sanguophages]] {{BiotechIcon}} and other Hemogenic nobles can bloodfeed, but can't consume [[hemogen pack]]s.&lt;br /&gt;
&lt;br /&gt;
===Work restrictions===&lt;br /&gt;
Conceited nobles will refuse to do certain work types; the restriction increases with each title. Conceited pawns up to Archon will continue to do Doctor, Warden, Art, and Research work, but higher ranks can't do anything outside of combat. Non-conceited nobles have no such restrictions, as are nobles who are [[slaves|enslaved]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Psylink===&lt;br /&gt;
{{Main|Psycasts}}&lt;br /&gt;
Every title, from Novice onward, grant an increase of 1 [[Psylink]] level. If a pawn already matches their title's respective level (from [[psylink neuroformer]]s or [[anima tree]] linking), then no new levels will be given.&lt;br /&gt;
&lt;br /&gt;
The bestower will implant a [[psylink neuroformer]] during the noble's bestowing ceremony, but they come with two. It is possible to arrest the bestower for an extra level, but this makes the empire faction hostile to you. If they are [[downed]] for other reasons (like [[heatstroke]]), you will still lose [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Nobles that have reached Acolyte or higher will gain access to '''Permits'''. One permit is awarded for every title from Acolyte onwards, for a maximum of five permits for Archons. Higher titles will give access to stronger permits. These can include item drops, immediate support, or even direct bombardments. Permits have a cooldown; if used during it, there is an Honor cost. A pawn can't demote themselves to use a permit again.&lt;br /&gt;
&lt;br /&gt;
Once picked, permits stay with your pawn, and can't be freely changed. You can return all permits and re-assign them again; this costs 8 honor ''and'' the costs of any permit currently in cooldown. New permits won't have a cooldown, as the cost has been paid.&lt;br /&gt;
&lt;br /&gt;
You can't use permits if the [[empire]] faction is hostile towards you. [[Slave|Enslaved]]{{IdeologyIcon}} nobles and guests from the [[Empire]] are also unable to use permits. If an NPC noble is captured, they will come with randomly assigned permits.&lt;br /&gt;
&lt;br /&gt;
Permits are lost when titles are, such as upon revocation and death, inheritance, and resurrection.&lt;br /&gt;
&lt;br /&gt;
Note that some permits do not work in [[orbit]]{{OdysseyIcon}} showing the message, &amp;quot;the [[Empire]] faction cannot reach this area.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permit Name !! Prerequisite !! Cooldown&amp;lt;br&amp;gt;(Days) !! Honor Cost&amp;lt;Br&amp;gt;&amp;lt;small&amp;gt;(to ignore cooldown)&amp;lt;/small&amp;gt; !! Description !! Works in&amp;lt;br&amp;gt;[[Orbit]]?{{OdysseyIcon}} !! data-sort-type=number | Equiv. Value&lt;br /&gt;
|- id=&amp;quot;Call transport shuttle&amp;quot;&lt;br /&gt;
|'''Call transport shuttle''' &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 40  &lt;br /&gt;
| 8 &lt;br /&gt;
| Call a one-way [[imperial shuttle]] for your own use, which will transport colonists, items, and animals up to 70 tiles away.&amp;lt;br&amp;gt;The shuttle can hold a total of 1000kg on a loaded map, but as of 1.2.2900 it ignored this weight limit for [[caravan]]s. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer team&amp;quot;&lt;br /&gt;
|'''Call laborer team''' &lt;br /&gt;
| data-sort-value=2|Acolyte &lt;br /&gt;
|  60  &lt;br /&gt;
| 4 &lt;br /&gt;
| Call a group of 4 [[Empire#Laborer|laborers]] to assist you for 4 days. They are fully controllable, and their equipment can be changed freely. They are always incapable of violence, animals work, social and research; sometimes other tasks are restricted by backstories. Each laborer death nominally causes a loss of 12 goodwill but this is not actually applied as of 1.4.3704. When downed or killed, laborers deduct [[Raid_points#Adaption_factor|adaptation days]] as if they were full colonists. Useful for menial labor, but also no worse in combat than any other violence-incapable meat shield, with the added advantages of being perfectly expendable and occasionally having [[Empire#Xenotypes|robust or pain-resistant xenotypes]]. &lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer gang&amp;quot;&lt;br /&gt;
|'''Call laborer gang''' &lt;br /&gt;
| data-sort-value=6|Archon&amp;lt;br&amp;gt;[[#Call laborer team|Laborer Team]]&lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| As ''Call laborer team'', but twice the headcount.&amp;lt;br&amp;gt;Loses access to laborer team.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call aerodrone strike&amp;quot;&lt;br /&gt;
|'''Call aerodrone strike''' &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 45 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call a single-impact aerodrone strike at a target position. 45 tile range, 3 tile miss radius, 8 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. &lt;br /&gt;
| {{Cross}}&lt;br /&gt;
|{{icon Small|silver||{{Q|Doomsday rocket launcher|Market Value Base}}}}{{ref label|Equiv|*}}&lt;br /&gt;
|- id=&amp;quot;Call aerodrone salvo&amp;quot;&lt;br /&gt;
|'''Call aerodrone salvo''' &lt;br /&gt;
|  data-sort-value=4|Praetor &amp;lt;br&amp;gt; [[#Call aerodrone strike|Aerodrone Strike]]&lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call an extended salvo of aerodrone strikes around a target position. 45 tile range, 8 tile miss radius, 6 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. 6 rounds with {{ticks|60}} between them.&amp;lt;br&amp;gt;Loses access to aerodrone strike&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{icon Small|silver||{{Q|Orbital bombardment targeter|Market Value Base}}}}{{ref label|Equiv2|*}}&lt;br /&gt;
|- id=&amp;quot;Call trooper squad&amp;quot;&lt;br /&gt;
|'''Call trooper squad''' &lt;br /&gt;
| data-sort-value=2|Acolyte  &lt;br /&gt;
| 40 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call a group of 4 light [[Empire#Trooper|troopers]] to aid you in battle, who can't be controlled. They will refuse to attack pawns that are not enemies to the Empire.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call janissary squad&amp;quot;&lt;br /&gt;
|'''Call janissary squad''' &lt;br /&gt;
| data-sort-value=4|Praetor &lt;br /&gt;
| 50 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call a group of 4 professional [[Empire#Janissary|janissaries]] to aid you in battle. As troopers otherwise.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call cataphract squad&amp;quot;&lt;br /&gt;
|'''Call cataphract squad''' &lt;br /&gt;
| data-sort-value=6|Archon&amp;lt;br&amp;gt; [[#Call Janissary Squad|Janissaries]] &lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call a group of 4 heavy [[Empire#Cataphract|cataphracts]] to aid you in battle. As troopers otherwise.&amp;lt;br&amp;gt;Loses access to janissary squad.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Steel drop&amp;quot;&lt;br /&gt;
|'''Steel drop''' &lt;br /&gt;
| data-sort-value=2|Acolyte &lt;br /&gt;
| 45 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call for a drop of 250 [[steel]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||{{#expr:{{Q|steel|Market Value Base}}*250}}}}&lt;br /&gt;
|- id=&amp;quot;Glitterworld medicine drop&amp;quot;&lt;br /&gt;
|'''Glitterworld medicine drop''' &lt;br /&gt;
| data-sort-value=5|Baron/Baroness &lt;br /&gt;
| 45 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call for a drop of 5 [[glitterworld medicine]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||{{#expr:{{Q|glitterworld medicine|Market Value Base}}*5}}}}&lt;br /&gt;
|- id=&amp;quot;Silver drop&amp;quot;&lt;br /&gt;
|'''Silver drop'''  &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 45 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call for a drop of 500 [[silver]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||500}}&lt;br /&gt;
|- id=&amp;quot;Food drop&amp;quot;&lt;br /&gt;
|'''Food drop''' &lt;br /&gt;
| data-sort-value=2|Acolyte  &lt;br /&gt;
| 45 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call for a drop of 20 [[packaged survival meal]]s.&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||{{#expr:{{Q|packaged survival meal|Market Value Base}}*20}}}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Equiv|*}} Roughly equivalent to a [[Doomsday rocket launcher]]&lt;br /&gt;
:{{note|Equiv2|*}} Inferior, but most closely equivalent, to an [[Orbital bombardment targeter]]&lt;br /&gt;
&lt;br /&gt;
===Leader Speeches===&lt;br /&gt;
{{Quote|Initiate a speech from the throne. '''&amp;lt;PAWN NAME&amp;gt;''' will go to '''&amp;lt;PAWN POSSESSIVE&amp;gt;''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''&amp;lt;PAWN NAME&amp;gt;'''. If it goes poorly, the speech will do social damage. The outcome depends on '''&amp;lt;PAWN NAME&amp;gt;''''s social abilities.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
At Praetor rank, Nobles gain the ability to give leader speeches. This ability is a [[ritual]] manually triggered by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last {{ticks|10000}} or 4 in-game hours. &lt;br /&gt;
&lt;br /&gt;
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech:&lt;br /&gt;
*A &amp;quot;Terrible Speech&amp;quot; will grant a -12 negative mood to attendees and a -30 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Uninspiring Speech&amp;quot; will grant a -4 negative mood to attendees and a -15 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Encouraging Speech&amp;quot; will grant a +4 positive mood and a +20 opinion of the speaker. &lt;br /&gt;
* An &amp;quot;Inspirational Speech&amp;quot; grants a +8 to mood and a massive +40 opinion of the speaker. Each listener has a 5% chance of getting an [[inspiration]].&lt;br /&gt;
&lt;br /&gt;
A higher [[Social Impact]] can greatly improve success, but the exact relationship is unknown. High social skill pawns are better at giving speechs, while [[top hat]]s, [[coronet]]s, and other royal items can also increase social impact.&lt;br /&gt;
&lt;br /&gt;
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days. At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Archon rank or higher, this cooldown is {{ticks|600000}} or 10 in-game days.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
A rank of Knight/Dame is required to trade with an empire [[faction base]] or trade caravan.&lt;br /&gt;
&lt;br /&gt;
A rank of Baron/Baroness or higher is required to trade with the empire's [[comms console|trade ships]].&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
{{stub|section=1|reason=Needs more info. Also, link is effectively dead}}&lt;br /&gt;
{{Main|Decree}}&lt;br /&gt;
Nobles will sometimes issue a &amp;quot;decree&amp;quot; quest as part of a mental break, or at random if [[conceited]]{{Check Tag|Verify}}. Decrees demand things such as producing, harvesting, or killing some number of a certain thing, or constructing a monument. The quest gives no reward except for a positive moodlet of {{+|6}} &amp;quot;Decree satisfied&amp;quot;{{Check Tag|Thought template}} for 15 days to the noble when fulfilled. If the quest's deadline is not met, the noble who issued it gets a negative &amp;quot;Decree ignored&amp;quot; moodlet{{Check Tag|Thought template}}⁰ starting at {{--|5}} and increasing linearly to {{--|15}} over the course of 15 days. A noble can issue more decrees before the current one is fulfilled, though only the oldest &amp;quot;Decree ignored&amp;quot; applies at a time.&lt;br /&gt;
&lt;br /&gt;
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.{{Check Tag|Verify currently}}  Decrees are also forgotten after 80 days if unfulfilled.&lt;br /&gt;
&lt;br /&gt;
== Table of requirements ==&lt;br /&gt;
{| {{STDT|sortable c_19 align-right}}&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! {{Good|Capable|noFormat=1}}/{{Bad|Incapable|noFormat=1}} of&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New restrictions in Bold)&amp;lt;/sub&amp;gt; !! Throne Room Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Bedroom Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Food Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! Clothing Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! New Abilities with this Rank&lt;br /&gt;
|- id=&amp;quot;Freeholder&amp;quot;&lt;br /&gt;
! Freeholder &lt;br /&gt;
| 1 || 0 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Yeoman&amp;quot;&lt;br /&gt;
! Novice&lt;br /&gt;
| 6 (7) || 1 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Acolyte&amp;quot;&lt;br /&gt;
! Acolyte &lt;br /&gt;
| 6 (13) || 2 || {{Bad|'''Cleaning'''|noFormat=1}} || '''Area 24, Throne, all floored, Brazier x2'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  One of: '''[[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]'''; AND&amp;lt;br&amp;gt;One of: '''[[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]''' || 1 Permit Point&lt;br /&gt;
|- id=&amp;quot;Knight&amp;quot; &lt;br /&gt;
! id=&amp;quot;Dame&amp;quot; | Knight/Dame &lt;br /&gt;
| 8 (21) || 3 || {{Bad|Cleaning, '''Haul'''|noFormat=1}} || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, Brazier x2, '''Column x2''', '''Harp''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: [[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]] ||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Empire Caravan/Settlements&lt;br /&gt;
|- id=&amp;quot;Praetor&amp;quot;&lt;br /&gt;
! Praetor &lt;br /&gt;
| 10 (31) || 4 || {{Good|'' Cook, Construct, Smith, Handle, Tailor, Craft, Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br/&amp;gt; {{Bad|Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining'''|noFormat=1}} || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: ''[[Top hat]]/[[Ladies hat]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;'''(All apparel must be at least Normal [[quality]])'''&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Give speech once per 20 days&lt;br /&gt;
|- id=&amp;quot;Baron&amp;quot;&lt;br /&gt;
! id=&amp;quot;Baroness&amp;quot; | Baron/Baroness &lt;br /&gt;
| 14 (45) || 5 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft'''|noFormat=1}} || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all [[fine floor|''fine'' floored]]''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Piano suffices, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: '''[[Coronet]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt;Two of: [[Formal shirt]], '''[[Formal vest]]/[[Corset]]'''; OR&amp;lt;br&amp;gt;One of: [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Imperial orbital traders &amp;lt;Br&amp;gt; Speech cooldown reduced to 15 days &amp;lt;Br&amp;gt; Expectations replaced with Noble Expectations if Conceited&lt;br /&gt;
|- id=&amp;quot;Archon&amp;quot; &lt;br /&gt;
! Archon &lt;br /&gt;
| 20 (65) || 6 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft|noFormat=1}} || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all [[fine floor]]ed, Brazier x2, '''Column x6''', Drape x2, '''Piano'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 30, '''Impressiveness 80''', '''All [[fine floor|''fine'' floored]]''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: ''[[Coronet]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: ''[[Cape]]'', [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point  &amp;lt;Br&amp;gt; Speech cooldown reduced to 10 days&amp;lt;Br&amp;gt; Expectations replaced with Royal Expectations if Conceited&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;table c_19 align-right&amp;quot;&lt;br /&gt;
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement&lt;br /&gt;
|-id=&amp;quot;Dominus&amp;quot; &lt;br /&gt;
! Dominus&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | One of: '''[[Stellic crown]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-id=&amp;quot;Consul&amp;quot; &lt;br /&gt;
! Consul&lt;br /&gt;
|-id=&amp;quot;Stellarch&amp;quot;&lt;br /&gt;
! Stellarch&lt;br /&gt;
|-id=&amp;quot;Emperor&amp;quot; &lt;br /&gt;
! id=&amp;quot;Empress&amp;quot; | Emperor/Empress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The royal favor icon is reminiscent of the head of the [[eltex staff]] carried by the [[Empire#Pawns|Bestower]]. This is fitting, since the bestower grants the received titles to the pawn.&lt;br /&gt;
If the map is polluted enough,{{Check Tag|How polluted?}} the bestower will come with a gas mask instead of their usual headgear.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
These are only provided as easily comparable examples - they are not considered ideal or efficient.&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Throneroom.png|'''Acolyte Example Throne Room '''&lt;br /&gt;
File:Room example Knight Throneroom.png|'''Knight Example Throne Room '''&lt;br /&gt;
File:Room example Praetor Throneroom.png|'''Praetor Example Throne Room '''&lt;br /&gt;
File:Room example Baron Throneroom.png|'''Baron Example Throne Room '''&lt;br /&gt;
File:Room example Count Throneroom.png|'''Archon Example Throne Room '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Bedroom.png|'''Acolyte Example Bedroom '''&lt;br /&gt;
File:Room example Knight Bedroom.png|'''Knight Example Bedroom '''&lt;br /&gt;
File:Room example Praetor Bedroom.png|'''Praetor Example Bedroom '''&lt;br /&gt;
File:Room example Baron Bedroom.png|'''Baron Example Bedroom '''&lt;br /&gt;
File:Room example Count Bedroom.png|'''Archon Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
{{Stub|section=1|reason=Record old title names and flavor after 1.5.4241 change}}&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Resurrector mech serum]] now removes royal titles, to prevent duplicating titles.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - Added the ability to renounce the title from the bio tab.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]] - Mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -&amp;gt; 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. Renamed royal favor to honor. New visual effects for all orbital bombardments - you can now see and hear incoming projectiles and other details are improved. Fix: LOS calcs for purpose of royal aid don't match LOS for guns.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Removed full-map light up effect of all strikes. Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons). Increased warmup time for aerodrone permits by 1 second. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation. &lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into [[rituals]].&lt;br /&gt;
* Prior to 1.4 - Higher tier instruments can now be used in place of lower tier instruments to meet the requirements of lower rank nobles. E.g. a piano can be used to fulfil the need a praetor's need for a harp. Previously, the exact instrument had to be used. &lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Permit shuttle fails when sent to a worksite.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - [[Mechlord suit]] and [[Mechlord helmet|helmet]] now satisfies royal title requirements.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Bestowers will leave if they are exposed to dense tox gas or rot stink.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected&lt;br /&gt;
* [[Version/1.5.4241|1.5.4241]] - Re-flavor royal titles.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Life_support_unit&amp;diff=180565</id>
		<title>Life support unit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Life_support_unit&amp;diff=180565"/>
		<updated>2026-05-22T14:14:19Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Keeping it simple.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Infobox, general}}&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Life support unit&lt;br /&gt;
| image = LifesupportUnit.png&lt;br /&gt;
| description = A unit connected to the orbital platform's larger life support network. It keeps rooms heated and pressurized.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| hp = 35&lt;br /&gt;
| power = 3200&lt;br /&gt;
| heatpersecond = 30&lt;br /&gt;
| junk = false&lt;br /&gt;
}}&lt;br /&gt;
The '''Life support unit'''  is a wall-mounted building that produces [[power]], [[heat]], and [[Vacuum|oxygen]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Life support units cannot be constructed or minified. They can only be found on abandoned orbital platforms, where they are typically abundant.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Need info on power generation}}&lt;br /&gt;
&amp;lt;!-- Not a value in XML, values hardcoded in C#. --&amp;gt;&lt;br /&gt;
Every {{ticks|250}}, a life support unit lowers the [[vacuum]] percentage of its current [[room]]. The room must be enclosed by [[airtight]] structures and [[roof]]ed. It changes the vacuum percentage at a base rate of {{Down|-5%}} per second per 100 tiles, scaling proportionally to the number of tiles enclosed; for instance, a room with 25 tiles will reduce the vacuum percentage by {{Down|-20%}} per second, while a room with 200 tiles will drop by {{Down|-2.5%}} per second. Multiple oxygen sources may be required to pressurize especially large rooms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Not value in XML, values hardcoded in C#. --&amp;gt;&lt;br /&gt;
Life support units will attempt to heat the room so long as the room temperature is lower than {{Temperature|20}}. As opposed to a [[heater]], the target temperature cannot be configured.&lt;br /&gt;
&lt;br /&gt;
{{Wall Mount Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Analysis stub}}&lt;br /&gt;
Although these cannot be built or claimed, like all power buildings power can be drawn from it by connecting power conduits of any kind to it.  Set up a base in an abandoned orbital platform and never worry about power, heat, or vacuum again.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins|Wide}}&lt;br /&gt;
[[Category: Ruins]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spelopede&amp;diff=180144</id>
		<title>Spelopede</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spelopede&amp;diff=180144"/>
		<updated>2026-05-08T04:23:49Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: This needs to be fixed in the TrainingTable template, not tacked on.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Do spelopedes (after hive destroyed) still attack colonists like megaspiders do? Add to analysis}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| page verified for version = A14C&lt;br /&gt;
| name = Spelopede&lt;br /&gt;
| image = Spelopede east.png&lt;br /&gt;
| description = A medium-sized bioengineered insectoid the size of a sheep. The spelopede is the middle caste of a hive, taking care of most work tasks as well as fighting with its digging claws. It's dangerous in combat, but slow on open ground.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 200&lt;br /&gt;
| armorblunt = 18&lt;br /&gt;
| armorsharp = 18&lt;br /&gt;
| combatPower = 75&lt;br /&gt;
| movespeed = 3.65&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| bodysize = 0.8&lt;br /&gt;
| body = BeetleLikeWithClaw&lt;br /&gt;
| healthscale = 1.7&lt;br /&gt;
| hungerrate = 0.25&lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| wildness = 0.3&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = Advanced&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| lifespan = 6&lt;br /&gt;
| juvenileage = 0.03&lt;br /&gt;
| maturityage = 0.2&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -25&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = head claw&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = HeadClaw&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = head&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 6&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = HeadAttackTool&lt;br /&gt;
| attack2ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| devNote = insect&lt;br /&gt;
| defName = Spelopede&lt;br /&gt;
| label = spelopede&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
}}&lt;br /&gt;
'''Spelopedes''' are giant, bio-engineered, subterranean invertebrates and the middle of the three [[insectoid]] types in both size and danger. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found underground in [[World generation#Caves|caves]] and [[infestation]]s or inside [[ancient shrine]]s. They can be tamed by a [[Work #Handle|handler]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Spelopedes can inhabit any terrain where an [[infestation]] has spawned. They are dangerous in combat, but slow on open ground.&lt;br /&gt;
&lt;br /&gt;
Their body is composed of a head, head claw, mouth, pronotum, shell, elytras (left and right), and two pairs of legs (front and back).&lt;br /&gt;
&lt;br /&gt;
{{Insectoid Summary}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Spelopedes are between [[megaspider]]s and [[megascarab]]s, with in-the-middle speed and health.&lt;br /&gt;
&lt;br /&gt;
Wild {{PAGENAME}}s always generate hostile, making them difficult to tame as they will try to attack the animal handler. However, animal interactions during the process will interrupt any attacks. It may be ideal to equip your handler with armor, or to select a handler with a high melee skill for a higher melee dodge chance to reduce the risk of harm, though this is not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s are practically impossible to tame when they first spawn from an infestation. In order to try and tame a {{PAGENAME}}, you will need to down them, then destroy all hives from the infestation. With Too Deep: Infestation event and Wastepack Infestations, there are no hives, so all you need to do is down the insect. This does not make them non-hostile, but it will prevent them from seeking out colonists like a raider would. Note that wild {{PAGENAME}}s unlike other animals cannot be operated on and thus can't be anesthetized, and they are prone to waking up and attacking the pawn treating them, Waiting for blood loss to reach extreme can prevent this. &lt;br /&gt;
&lt;br /&gt;
They are rather accessible and easy to maintain haulers having the lowest wildness, being only beaten by [[Husky|Huskies]], and [[Labrador retriever]]s however for most purposes the [[megaspider]] is the better option. Megaspiders are stronger in combat, but have 40% wildness and move {{Bad|{{#expr: {{P|Move Speed Base}} - {{Q|Megaspider|Move Speed Base}} }} }} {{CS}} slower along with slightly higher hunger rate. With [[Odyssey]] Spelopedes can be taught to dig.&lt;br /&gt;
&lt;br /&gt;
For [[Orbit]],{{OdysseyIcon}} Spelopedes even with vacuum immunity still struggle with space due to the -75 outdoor temperature and their poor min temp. Spelopedes can only handle a short period in space before being downed by [[Ailments#Hypothermic_slowdown|hypothermic slowdown]] which will also reduce their [[manipulation]] making them worse at mining being capable of mining roughly 3 vacstone before needing rescue, thus they are surpassed in work speed by colonists wearing [[Vacsuit]]s or [[Tunneler]]s.{{BiotechIcon}} For combat and hauling in space, Megaspiders can be out for longer with higher minimum temperature.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|BeetleLikeWithClaw}}&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;
Spelopede east.png|Facing east&lt;br /&gt;
Spelopede north.png|Facing north&lt;br /&gt;
Spelopede south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated spelopede east.png|Dessicated facing east&lt;br /&gt;
File:Dessicated Spelopede north.png|Dessicated facing north&lt;br /&gt;
File:Dessicated Spelopede south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - All insects main attack cooldowns 2.5 -&amp;gt; 2.9&lt;br /&gt;
* 1.3 - Manhunter on tame fail decreased from 20% to 10% - manhunter on harm increased from 35% to 50% - wildness decreased from 95% to 30% - trainability changed from intermediate to advanced - gestation changed from N/A to 6&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Remove gestation period stat, since they do not breed.&lt;br /&gt;
* [[Biotech DLC]] release - Now gains [[pollution stimulus]] on [[polluted]] terrain.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megavole&amp;diff=180142</id>
		<title>Megavole</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megavole&amp;diff=180142"/>
		<updated>2026-05-08T04:18:42Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Dig needs to be added to the TrainingTable template, not tacked onto the end.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Inadequateanalysis,  and if necessary,  Summary}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Megavole&lt;br /&gt;
| image = Megavole east.png&lt;br /&gt;
| description = A massive burrowing rodent, bred for its size and strength. It's almost completely blind but can be surprisingly aggressive when cornered. On some low-tech worlds, these creatures are trained to dig for valuable minerals.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| min comfortable temperature = -15&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 250&lt;br /&gt;
| filth rate = 2&lt;br /&gt;
| wildness = 0.40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| combatPower = 70&lt;br /&gt;
| bodysize = 0.8&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 0.5&lt;br /&gt;
| diet = omnivorous grazer&lt;br /&gt;
| leathername = Lightleather&lt;br /&gt;
| manhunter = 0.1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = intermediate&lt;br /&gt;
| petness = 0.05&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| gestation = 5.661&lt;br /&gt;
| lifespan = 8&lt;br /&gt;
| specialtrainables = Dig&lt;br /&gt;
| nuzzleMtb = 72&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.2222&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| offspring = 1-2&lt;br /&gt;
| avg offspring = 1.60&lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left claw&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right claw&lt;br /&gt;
| attack3dmg = 14&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 5&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_glowforest = 0.25&lt;br /&gt;
}}&lt;br /&gt;
A '''megavole''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Megavole can be trained to Dig marked tiles. They will mine any marked tiles they can reach in their allowed area. &lt;br /&gt;
&lt;br /&gt;
They have equivalent digging skill of a pawn with 8 Mining making them less useful for maximizing ore yields. &lt;br /&gt;
&lt;br /&gt;
Conversely they are unaffected by light levels, can graze on nearby plant life and will only stop mining to eat or rest.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Megavole east.png|Facing east&lt;br /&gt;
Megavole north.png|Facing north &lt;br /&gt;
Megavole south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Megavole east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Megavole north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Megavole south.png|Desiccated 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|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=180140</id>
		<title>Hive queen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=180140"/>
		<updated>2026-05-08T04:03:24Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Cleanup.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Summary basically missing,  analysis inadequate}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Hive queen&lt;br /&gt;
| image = HiveQueen east.png&lt;br /&gt;
| description = The birth mother of an insect megahive. Under suitable conditions, several distinct insect hives will merge together and produce a hive queen. The queen quickly grows in size, becoming trapped in her own burrow.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| armorblunt = 27&lt;br /&gt;
| armorsharp = 22&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 2000&lt;br /&gt;
| filth rate = 28&lt;br /&gt;
| wildness = 0.99&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| bodysize = 4.5&lt;br /&gt;
| healthscale = 9.8&lt;br /&gt;
| hungerrate =  &lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| manhuntertame = 1&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| mateMtb =&lt;br /&gt;
| lifespan = 75&lt;br /&gt;
| specialtrainables = EggSpew&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 30&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = head claw&lt;br /&gt;
| attack2dmg = 14&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
A {{PAGENAME}} can be found in each underground [[insect lair]] below insect megahives and some infested colony [[landmarks]].&lt;br /&gt;
&lt;br /&gt;
Because the locations of hive queens are well-known, [[Animal husbandry#Taming|taming]] a hive queen is possible by travelling there when your pawn has a taming inspiration, or by receiving inspiration by consuming [[psilocap]]s on-site (Animals Skill level 14 required). But this is still exceptionally dangerous. Normal tank-taming methods for insects can't be applied because her massive single-hit damage and AP often tear off fingers and whole limbs from heavily armored tamers. Even if the queen is injured, as few as 2 hits will chop off a hand if they land in the same place.&lt;br /&gt;
&lt;br /&gt;
For the safety of your pawns, it's recommended to engage the queen with large animals such as [[elephant]]s, [[megasloth]]s, [[thrumbo]]s, or sacrifice some smaller animals to absorb her attacks while you tame. Alternatively, a [[ghoul]],{{AnomalyIcon}} with [[tough]], the [[robust]] gene,{{BiotechIcon}} and [[ghoul plating]],{{AnomalyIcon}} can be used to distract her while being tamed.&lt;br /&gt;
&lt;br /&gt;
If available, proximity to [[psilocap (plant)|psilocap]] plants will also reduce her damage.&lt;br /&gt;
&lt;br /&gt;
With the [[Royalty DLC]] enabled, you can also use pawn with [[psycast]]s{{RoyaltyIcon}} such as [[Stun (psycast)|Stun]] to effectively make your tanker take less damage from the hive queen during the taming process.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
Hive queens do not have a [[Rest]] need and thus do not need to sleep. They also have an Egg Spew ability that spawns eggs with [[larva]]e inside. Tamed hive queens will spawn tamed larvae.&lt;br /&gt;
&lt;br /&gt;
This ability has a small, easy to overlook benefit. Spewed eggs give off 50% illumination in a moderate radius and never deteriorate. A fully trained hive queen can spew 1 egg at a targeted point per hour, allowing the player quickly create a free source of light. Some plants, such as [[tinctoria]] and [[fibercorn]], only require 30% light to grow and therefore hive queen eggs can be used to illuminate underground farms to grow these crops without the need to place lamps or torches. The eggs can also be used to light up work stations so a pawn does not receive a penalty from working in the dark.&lt;br /&gt;
&lt;br /&gt;
On empty ground the eggs also spawn with a splash of insect sludge around them, which greatly decreases beauty and move speed. If you use this method, it is advised to immediately after command that these floors be removed. The egg itself has a small beauty penalty, but this can be easily negated by a few beautiful tiles or placing some art nearby. Eggs can also be spawned on deep water, allowing the player to place sources of illumination on some tiles they could otherwise not reach, and would not be usable anyway (Such as in caves with underground pools of water)&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Hive queens are very dangerous at melee range, yet also have surprisingly high speed due to the insect sludge in the insect lair. Kiting the queen is challenging because all nearby insect sludge, hives, and egg sacs must be cleared. Alternatively, she can be weakened with [[trap]]s, or [[Insect Lair#Cook her with fire|downed by heatstroke]].&lt;br /&gt;
&lt;br /&gt;
Once tamed, the hive queen is an infinite source of [[insect meat]] with her egg spew ability. With a cooldown of 2 hours, this ability gives a theoretical yield of {{#expr:24/2*{{Q|Larva|Meat Yield}}}} insect meat/day.&lt;br /&gt;
&lt;br /&gt;
=== [[Orbit]] {{OdysseyIcon}} ===&lt;br /&gt;
As an insectoid, hive queens have 100% [[vacuum resistance]] and go into hypothermic slowdown instead of suffering hypothermia and frostbite from cold. This means they can survive in the vacuum of space without dying.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|BeetleLikeWithClaw}}&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;
HiveQueen east.png|Facing east&lt;br /&gt;
HiveQueen north.png|Facing north &lt;br /&gt;
HiveQueen south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated HiveQueen east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated HiveQueen north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated HiveQueen south.png|Desiccated 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|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megascarab&amp;diff=180138</id>
		<title>Megascarab</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megascarab&amp;diff=180138"/>
		<updated>2026-05-08T03:54:36Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: /* {{OdysseyIcon}}Space */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|animal&lt;br /&gt;
| name = Megascarab&lt;br /&gt;
| image = Megascarab east.png&lt;br /&gt;
| description = A large, genetically-engineered beetle. Once the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions, it is now often seen without its deadlier insectoid cousins. Still, its size and hard shell make it dangerous when it attacks. A eusocial creature, it cannot reproduce individually.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 100&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorblunt = 18&lt;br /&gt;
| armorsharp = 72&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 40&lt;br /&gt;
| movespeed = 3.75&lt;br /&gt;
| healthscale = 0.4&lt;br /&gt;
| bodysize = 0.2&lt;br /&gt;
| body = BeetleLike&lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| lifespan = 10&lt;br /&gt;
| trainable = Intermediate&lt;br /&gt;
| hungerrate = 0.10&lt;br /&gt;
| wildness = 0.2&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| juvenileage = 0.03&lt;br /&gt;
| maturityage = 0.4&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = 0&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| livesin_aridshrubland_polluted = 0.2&lt;br /&gt;
| livesin_desert_polluted = 1&lt;br /&gt;
| livesin_extremedesert_polluted = 1&lt;br /&gt;
| livesin_lavafield_polluted = 0.2&lt;br /&gt;
&amp;lt;!-- Animal Productivity --&amp;gt;&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = mandibles&lt;br /&gt;
| attack1type = Bite&lt;br /&gt;
| attack1dmg = 5&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Mouth&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = head&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 4&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = HeadAttackTool&lt;br /&gt;
| attack2ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack2chancefactor = 0.1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| devNote = insect&lt;br /&gt;
| defName = Megascarab&lt;br /&gt;
| label = megascarab&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
}}&lt;br /&gt;
'''Megascarabs''' are a type of [[Insectoid]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in [[Biome#Desert|regular]] and [[Biome#Extreme desert|extreme deserts]], under mountains in [[World generation#Caves|caves]] or [[infestation]]s and inside [[ancient shrine]]s, including inside the [[Ancient cryptosleep casket|caskets]]. They can be tamed by a [[Work #Handle|handler]]. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They are ground beetles of metallic color that posses elytra, a protective shell that provides some [[armor]]. Megascarabs are hazardous to hunt, for if they are injured by a human or a mechanoid, they will turn [[manhunter]] and attack any human or mechanoid on the map they can reach. If slain, they can be butchered for insect meat. Colonists dislike eating any insect meat, but meat-eating animals have no such problem.&lt;br /&gt;
&lt;br /&gt;
{{Insectoid Summary}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{{Main|Infestation#Analysis|l1=Infestation}}&lt;br /&gt;
Megascarabs are the smallest and fastest of the 3 insectoid types, and will often catch up to colonists and &amp;quot;lock&amp;quot; them into melee. It may be wiser to focus on bigger targets, like [[megaspider]]s, as they are stronger in combat.&lt;br /&gt;
&lt;br /&gt;
[[Melee block]] tactics work well against infestations in general. In an open field, [[kiting]] works well, as even megascarabs are slower than a healthy human.&lt;br /&gt;
&lt;br /&gt;
===Taming===&lt;br /&gt;
Megascarabs offer no real niche as a tamed pet, however they ''can'' be tamed. Unlike the larger insects, they can generate non-hostile, and are found naturally in deserts.&lt;br /&gt;
&lt;br /&gt;
=== Space {{OdysseyIcon}} ===&lt;br /&gt;
As an insectoid, megascarabs have 100% [[vacuum resistance]] and have go into hypothermic slowdown instead of suffering hypothermia and frostbite from cold. This means they can survive in the vacuum of space without dying.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|BeetleLike}}&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;
Megascarab east.png|Facing east&lt;br /&gt;
Megascarab north.png|Facing north&lt;br /&gt;
Megascarab south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated megascarab east.png|Dessicated facing east&lt;br /&gt;
Dessicated Megascarab north.png|Dessicated facing north&lt;br /&gt;
Dessicated Megascarab south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - All insects main attack cooldowns 2.5 -&amp;gt; 2.9&lt;br /&gt;
* Some time between A6 and A13 - Sprite changed.&lt;br /&gt;
* 1.3 - Revenge on tame fail decreased from 20% to 10% - revenge on harm increased from 35% to 50% - wildness decreased from 95% to 20%.&lt;br /&gt;
* [[Biotech DLC]] release - Now gains [[pollution stimulus]] on [[polluted]] terrain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Megascarab old.png|Texture as of A6&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megaspider&amp;diff=180136</id>
		<title>Megaspider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megaspider&amp;diff=180136"/>
		<updated>2026-05-08T03:53:55Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: /* {{OdysseyIcon}}Space */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|animal&lt;br /&gt;
| name = Megaspider&lt;br /&gt;
| image = Megaspider east.png&lt;br /&gt;
| description = Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long ripper-blades make it deadly at close quarters. It is, however, quite slow in open terrain.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 500&lt;br /&gt;
| armorblunt = 18&lt;br /&gt;
| armorsharp = 27&lt;br /&gt;
| combatPower = 150&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| bodysize = 1.2&lt;br /&gt;
| body = BeetleLikeWithClaw&lt;br /&gt;
| healthscale = 2.5&lt;br /&gt;
| hungerrate = 0.35&lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| wildness = 0.4&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| lifespan = 6&lt;br /&gt;
| juvenileage = 0.03&lt;br /&gt;
| maturityage = 0.2&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = head claw&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = HeadClaw&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = head&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = HeadAttackTool&lt;br /&gt;
| attack2ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| devNote = insect&lt;br /&gt;
| defName = Megaspider&lt;br /&gt;
| label = megaspider&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
}}&lt;br /&gt;
'''Megaspiders''' are giant, bio-engineered, subterranean invertebrates and the largest and most dangerous of the three [[insectoid]] types.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found underground in [[World generation#Caves|caves]] and [[infestation]]s or inside [[ancient shrine]]s. They can be tamed by a [[Work #Handle|handler]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They are hostile towards any nearby [[colonists]], have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In [[World generation#Caves|caves]], when opening an [[ancient danger]], during an [[Events#Infestation|infestation]], or by [[Deep drill|deep drilling]].&lt;br /&gt;
&lt;br /&gt;
{{Insectoid Summary}} &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Megaspiders are slightly slower than [[spelopede]]s and [[megascarab]]s. A common feature of any insectoid swarm is for these smaller, less dangerous creatures to glove the megaspiders' approach, absorbing the fire of your colonists and bogging them down until the big hitters are in range. Fully fit humans can outrun even megascarabs, so the strongest tactic is to hit and run, continually falling back in front of the swarm. If they've infested your base, open your doors and try to lead them out into the open.&lt;br /&gt;
&lt;br /&gt;
[[Melee block]] tactics are very effective, but otherwise you should avoid melee combat. Megaspiders are sturdy and can do a lot of damage very quickly. Do not underestimate how many bullets they take to go down.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild megaspiders always generate hostile, making them difficult to tame as they will try to attack the animal handler. However, animal interactions during the process will interrupt any attacks. It may be ideal to equip your handler with armor, or to select a handler with a high [[melee]] skill for a higher [[melee dodge chance]] to reduce the risk of harm, though this is not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a doctor has a small chance to [[bond]] when tending to a wild megaspider, instantly taming them.&lt;br /&gt;
&lt;br /&gt;
As tamed pets, megaspiders offer few advantages over [[bear]]s, [[cougar]]s/[[panther]]s, or [[elephant]]s. Although the latter are all easier to tame, Megaspiders can be tamed en-masse depending on how many were downed during an infestation, require less training because of their lower wildness, and produce less filth than comparable animals.&lt;br /&gt;
&lt;br /&gt;
Colonists who go near a hostile megaspider will flee from it by default, so you may need to adjust your handler's [[hostility response]] setting, or manually order your handler to interact with it.&lt;br /&gt;
&lt;br /&gt;
=== Space {{OdysseyIcon}} ===&lt;br /&gt;
As an insectoid, megaspiders have 100% [[vacuum resistance]] and have go into hypothermic slowdown instead of suffering hypothermia and frostbite from cold. This means that they can survive in the vacuum of space without dying.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Attack Target': “Command the animal to attack a specific target that its master can see.” (Prerequisite needed: Attack)&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|BeetleLikeWithClaw}}&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;
Megaspider east.png|Facing east&lt;br /&gt;
Megaspider north.png|Facing north&lt;br /&gt;
Megaspider south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated megaspider east.png|Dessicated facing east&lt;br /&gt;
Dessicated Megaspider north.png|Dessicated facing north&lt;br /&gt;
Dessicated Megaspider south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - All insects main attack cooldowns 2.5 -&amp;gt; 2.9&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Wildness decreased from 0.95 to 0.40, manhunter on tame chance reduced from 40% to 0. Trainability changed from intermediate to advanced, gestation changed from N/A to 6.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Remove gestation period stat, since they do not breed.&lt;br /&gt;
* [[Biotech DLC]] release - Now gains [[pollution stimulus]] on [[polluted]] terrain.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Larva&amp;diff=180135</id>
		<title>Larva</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Larva&amp;diff=180135"/>
		<updated>2026-05-08T03:53:31Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: /* {{OdysseyIcon}}Space */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Inadequate summary, missing analysis. needs either links to page about wgg sacs (not hive queen) or egg sac mechanics on page or both. also clarify re: description saying is the juveliw form of other insects re maturing}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Larva&lt;br /&gt;
| image = Larva east.png&lt;br /&gt;
| description = The juvenile form of larger bioengineered insects. Larva maintain and expand hives using an acidic secretion. If provoked, they defend themselves by spewing sludge.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| movespeed = 2&lt;br /&gt;
| min comfortable temperature = 0&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 35&lt;br /&gt;
| filth rate = 1&lt;br /&gt;
| wildness = 0.20&lt;br /&gt;
| combatPower = 25&lt;br /&gt;
| bodysize = 0.2&lt;br /&gt;
| healthscale = 0.25&lt;br /&gt;
| hungerrate = 0.1&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = intermediate&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| mateMtb = &lt;br /&gt;
| lifespan = 4&lt;br /&gt;
| specialtrainables = SludgeSpew&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 5&lt;br /&gt;
| attack1type = Bite&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = mandibles&lt;br /&gt;
| attack2dmg = 4&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.1&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
}}&lt;br /&gt;
A '''larva''' (pl. '''larvae''') is a type of small, sludge-spitting [[insectoid]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Larvae can be found in [[Landmarks#Stockpile|stockpile]]s. They can also spawn from the destruction{{Check Tag|Otherwise?|If never destroyed by damage, will they ever hatc E.g. after time, when disturbed etc.}} of egg sacs. These egg sacs can be created by the egg spew ability of [[hive queen]]s or so emerge alongside with insect hives from quests, [[infestation]], [[insect lair]] as an egg sac{{Check Tag|Quest only?}} Destroying an egg sac spawned by a tamed hive queen will spawn a tamed larva. These larvae act like tamed animals in all ways.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Gizmo}}&lt;br /&gt;
Emerges when destroying egg sacs. They have intermediate trainability, wildness of 20%, and a trainable sludge attack. The (fairly weak) sludge attack is used randomly until its ability is trained (2/2 levels), at which point it becomes a usable, clickable ability.&lt;br /&gt;
&lt;br /&gt;
It has a range of 7 tiles, and deals acid damage{{Check Tag|What damage &amp;amp; type?}} in a 3x3 area. Leaves acid sludges that act like floors and slows anything but insectoids that walk on it {{Check Tag|By how much?}}&lt;br /&gt;
The acid sludge afterward can be removed by using the removing floor order&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Space {{OdysseyIcon}} ===&lt;br /&gt;
As an insectoid, larva have 100% [[vacuum resistance]] and have go into hypothermic slowdown instead of suffering hypothermia and frostbite from cold. This means they can survive in the vacuum of space without dying.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Recode|section=1|reason=Larva body type not supported}}&lt;br /&gt;
{{Animal Health Table|Larva}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Larva east.png|Facing east&lt;br /&gt;
Larva north.png|Facing north &lt;br /&gt;
Larva south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Larva east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Larva north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Larva south.png|Desiccated 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|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Larva&amp;diff=180134</id>
		<title>Larva</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Larva&amp;diff=180134"/>
		<updated>2026-05-08T03:53:13Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: /* {{OdysseyIcon}}Space */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Inadequate summary, missing analysis. needs either links to page about wgg sacs (not hive queen) or egg sac mechanics on page or both. also clarify re: description saying is the juveliw form of other insects re maturing}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Larva&lt;br /&gt;
| image = Larva east.png&lt;br /&gt;
| description = The juvenile form of larger bioengineered insects. Larva maintain and expand hives using an acidic secretion. If provoked, they defend themselves by spewing sludge.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| movespeed = 2&lt;br /&gt;
| min comfortable temperature = 0&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 35&lt;br /&gt;
| filth rate = 1&lt;br /&gt;
| wildness = 0.20&lt;br /&gt;
| combatPower = 25&lt;br /&gt;
| bodysize = 0.2&lt;br /&gt;
| healthscale = 0.25&lt;br /&gt;
| hungerrate = 0.1&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = intermediate&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| mateMtb = &lt;br /&gt;
| lifespan = 4&lt;br /&gt;
| specialtrainables = SludgeSpew&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 5&lt;br /&gt;
| attack1type = Bite&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = mandibles&lt;br /&gt;
| attack2dmg = 4&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.1&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
}}&lt;br /&gt;
A '''larva''' (pl. '''larvae''') is a type of small, sludge-spitting [[insectoid]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Larvae can be found in [[Landmarks#Stockpile|stockpile]]s. They can also spawn from the destruction{{Check Tag|Otherwise?|If never destroyed by damage, will they ever hatc E.g. after time, when disturbed etc.}} of egg sacs. These egg sacs can be created by the egg spew ability of [[hive queen]]s or so emerge alongside with insect hives from quests, [[infestation]], [[insect lair]] as an egg sac{{Check Tag|Quest only?}} Destroying an egg sac spawned by a tamed hive queen will spawn a tamed larva. These larvae act like tamed animals in all ways.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Gizmo}}&lt;br /&gt;
Emerges when destroying egg sacs. They have intermediate trainability, wildness of 20%, and a trainable sludge attack. The (fairly weak) sludge attack is used randomly until its ability is trained (2/2 levels), at which point it becomes a usable, clickable ability.&lt;br /&gt;
&lt;br /&gt;
It has a range of 7 tiles, and deals acid damage{{Check Tag|What damage &amp;amp; type?}} in a 3x3 area. Leaves acid sludges that act like floors and slows anything but insectoids that walk on it {{Check Tag|By how much?}}&lt;br /&gt;
The acid sludge afterward can be removed by using the removing floor order&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== {{OdysseyIcon}}Space ===&lt;br /&gt;
As an insectoid, larva have 100% [[vacuum resistance]] and have go into hypothermic slowdown instead of suffering hypothermia and frostbite from cold. This means they can survive in the vacuum of space without dying.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Recode|section=1|reason=Larva body type not supported}}&lt;br /&gt;
{{Animal Health Table|Larva}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Larva east.png|Facing east&lt;br /&gt;
Larva north.png|Facing north &lt;br /&gt;
Larva south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Larva east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Larva north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Larva south.png|Desiccated 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|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megaspider&amp;diff=180132</id>
		<title>Megaspider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megaspider&amp;diff=180132"/>
		<updated>2026-05-08T03:51:51Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Cleaned up addition.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|animal&lt;br /&gt;
| name = Megaspider&lt;br /&gt;
| image = Megaspider east.png&lt;br /&gt;
| description = Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long ripper-blades make it deadly at close quarters. It is, however, quite slow in open terrain.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 500&lt;br /&gt;
| armorblunt = 18&lt;br /&gt;
| armorsharp = 27&lt;br /&gt;
| combatPower = 150&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| bodysize = 1.2&lt;br /&gt;
| body = BeetleLikeWithClaw&lt;br /&gt;
| healthscale = 2.5&lt;br /&gt;
| hungerrate = 0.35&lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| wildness = 0.4&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| lifespan = 6&lt;br /&gt;
| juvenileage = 0.03&lt;br /&gt;
| maturityage = 0.2&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = head claw&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = HeadClaw&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = head&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = HeadAttackTool&lt;br /&gt;
| attack2ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| devNote = insect&lt;br /&gt;
| defName = Megaspider&lt;br /&gt;
| label = megaspider&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
}}&lt;br /&gt;
'''Megaspiders''' are giant, bio-engineered, subterranean invertebrates and the largest and most dangerous of the three [[insectoid]] types.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found underground in [[World generation#Caves|caves]] and [[infestation]]s or inside [[ancient shrine]]s. They can be tamed by a [[Work #Handle|handler]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They are hostile towards any nearby [[colonists]], have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In [[World generation#Caves|caves]], when opening an [[ancient danger]], during an [[Events#Infestation|infestation]], or by [[Deep drill|deep drilling]].&lt;br /&gt;
&lt;br /&gt;
{{Insectoid Summary}} &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Megaspiders are slightly slower than [[spelopede]]s and [[megascarab]]s. A common feature of any insectoid swarm is for these smaller, less dangerous creatures to glove the megaspiders' approach, absorbing the fire of your colonists and bogging them down until the big hitters are in range. Fully fit humans can outrun even megascarabs, so the strongest tactic is to hit and run, continually falling back in front of the swarm. If they've infested your base, open your doors and try to lead them out into the open.&lt;br /&gt;
&lt;br /&gt;
[[Melee block]] tactics are very effective, but otherwise you should avoid melee combat. Megaspiders are sturdy and can do a lot of damage very quickly. Do not underestimate how many bullets they take to go down.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild megaspiders always generate hostile, making them difficult to tame as they will try to attack the animal handler. However, animal interactions during the process will interrupt any attacks. It may be ideal to equip your handler with armor, or to select a handler with a high [[melee]] skill for a higher [[melee dodge chance]] to reduce the risk of harm, though this is not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a doctor has a small chance to [[bond]] when tending to a wild megaspider, instantly taming them.&lt;br /&gt;
&lt;br /&gt;
As tamed pets, megaspiders offer few advantages over [[bear]]s, [[cougar]]s/[[panther]]s, or [[elephant]]s. Although the latter are all easier to tame, Megaspiders can be tamed en-masse depending on how many were downed during an infestation, require less training because of their lower wildness, and produce less filth than comparable animals.&lt;br /&gt;
&lt;br /&gt;
Colonists who go near a hostile megaspider will flee from it by default, so you may need to adjust your handler's [[hostility response]] setting, or manually order your handler to interact with it.&lt;br /&gt;
&lt;br /&gt;
=== {{OdysseyIcon}}Space ===&lt;br /&gt;
As an insectoid, megaspiders have 100% [[vacuum resistance]] and have go into hypothermic slowdown instead of suffering hypothermia and frostbite from cold. This means that they can survive in the vacuum of space without dying.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Attack Target': “Command the animal to attack a specific target that its master can see.” (Prerequisite needed: Attack)&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|BeetleLikeWithClaw}}&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;
Megaspider east.png|Facing east&lt;br /&gt;
Megaspider north.png|Facing north&lt;br /&gt;
Megaspider south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated megaspider east.png|Dessicated facing east&lt;br /&gt;
Dessicated Megaspider north.png|Dessicated facing north&lt;br /&gt;
Dessicated Megaspider south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - All insects main attack cooldowns 2.5 -&amp;gt; 2.9&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Wildness decreased from 0.95 to 0.40, manhunter on tame chance reduced from 40% to 0. Trainability changed from intermediate to advanced, gestation changed from N/A to 6.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Remove gestation period stat, since they do not breed.&lt;br /&gt;
* [[Biotech DLC]] release - Now gains [[pollution stimulus]] on [[polluted]] terrain.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lore&amp;diff=180127</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lore&amp;diff=180127"/>
		<updated>2026-05-07T14:59:23Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Added note explaining where the celestial body art came from.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General. Also Ideology [[Ruins]], shared info on all game-host rimworlds, generated ideology and quest descriptions, archotech, and the starting scenarios. Also Horax. Known timeline. Boomshrooms-&amp;gt;Boomaniamls also odyssey generally, military info on power armor and xenotypes, datacards on tvs}}&lt;br /&gt;
The '''Lore''' of RimWorld is limited and is mostly interpreted from information provided in game. However several documents have been published outlining the lore for new players. Keep in mind that the lore is being updated and that later releases retcon old ones. Old lore is only presented here as a matter of interest. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom: .5em; float: none;  width: auto;&amp;quot; class=&amp;quot;toclimit-3&amp;quot;}}&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assorted Lore ==&lt;br /&gt;
This section includes lore from assorted sources, including [[backstories]], that is not included in the Revival Briefing.&lt;br /&gt;
=== Named Places ===&lt;br /&gt;
{{Recode|section=1|reason=Add a toggle to hide all the places that are just &amp;quot;Blah - exists&amp;quot; or &amp;quot;Blah = this planet type&amp;quot; - alternatively reformatting such that they don't get their own row without being more interesting}}&lt;br /&gt;
==== Worlds ====&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Planet Type !! Description&lt;br /&gt;
|- id=&amp;quot;Ticonderoga&amp;quot;&lt;br /&gt;
! Ticonderoga &lt;br /&gt;
| Unknown &lt;br /&gt;
| A planet populated with tribals and mountains.&amp;lt;ref name=&amp;quot;Jon&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Jonathan Craig|Jonathan 'Jon' Craig]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Aracena VI&amp;quot;&lt;br /&gt;
! Aracena VI &lt;br /&gt;
| Feudalworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;&amp;gt;RulePacks_Book_Descriptions.xml - World names book description generation strings&amp;lt;/ref&amp;gt;&lt;br /&gt;
| A planet with the Novo Mosteiro dos Jerónimos monastery on it, at least 2 continents and alcohol prohibition leading to the rise of bootleggers.&amp;lt;ref name=&amp;quot;Oahnip&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Vitor Pinhao|Vitor 'Oahnip' Pinhao]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Rural Pen’The&amp;quot;&lt;br /&gt;
! Rural Pen’The &lt;br /&gt;
| Unknown&lt;br /&gt;
| A lucrative spice mining colony.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Benn Tannen|Benn 'Ben' Tannen]]&amp;lt;/ref&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' This is likely a reference to Rura Penthe, the penal colony from 1954 Disney film &amp;quot;20,000 Leagues Under the Sea&amp;quot; or the Klingon penal planetoid named after it in the Star Trek universe.''&lt;br /&gt;
|- id=&amp;quot;Khalderia&amp;quot;&lt;br /&gt;
! Khalderia &lt;br /&gt;
| [[#Midworld|Midworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A world with towering forests and fern farmers. The seedy underworld of racing, illegal speeder racing, zipping in and out of the massive canopies and gorgeous vistas of the world occurred here.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Russell Shackleford|Russell 'Rusty' Shackleford]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Earth&amp;quot;&lt;br /&gt;
! Earth &lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A planet, from which all known naturally evolved life originated. Humanity's diaspora from Earth occurred 3400 years before the Cryptosleep Debriefing, or in the year 2100 CE assuming the Debriefing is contemporaneous with the beginning of the game in 5500.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;&amp;gt;[[#Cryptosleep Revival Briefing|Cryptosleep Revival Briefing]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Euterpe&amp;quot;&lt;br /&gt;
! Euterpe &lt;br /&gt;
| [[#Urbworld|Urbworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A planet that hosted people awakening from long periods of cryptosleep. Also had an Ordo Historia archive on-world.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Euterpe was one of the Muses in Greek mythology, presiding over music, and later, lyric poetry. 27 Euterpe is also the name of an asteroid in the Inner Asteroid Belt, and one of the brightest asteroids in the night sky''&lt;br /&gt;
|- id=&amp;quot;Sorne&amp;quot;&lt;br /&gt;
! Sorne &lt;br /&gt;
| [[#Animal world|Animal world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| The original homeworld of the [[insectoid]]s, before being captured, genetically modified, and vat-grown by interstellar entrepreneurs for use as weapons, and exported to other worlds by parties unknown. As all seemingly-alien life is claimed to have originated on Earth, it is possible that the original pre-weaponization Sorne Geneline evolved from Earth life on the planet, or were already genetically engineered for some reason before being modified again.&amp;lt;ref name=&amp;quot;Insectoid Faction Description&amp;quot;&amp;gt;[[Insectoid]] Faction Description&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Carthago&amp;quot;&lt;br /&gt;
! Carthago&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' This is likely a reference to Carthage, an ancient empire that fought the Roman Republic during the Punic Wars. The Romans famously destroyed Carthage and apocryphally sowed the land with salt to prevent habitation. The specific form of the name harkens to the phrase &amp;quot;Carthago delenda est&amp;quot; a phrase used by Cato the Elder to advocate for the destruction of Carthage. Both are fitting references for a deathworld.''&lt;br /&gt;
|- id=&amp;quot;Rayth&amp;quot;&lt;br /&gt;
! Rayth&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Spectra&amp;quot;&lt;br /&gt;
! Spectra &lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Grimcore&amp;quot;&lt;br /&gt;
! Grimcore&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;JNovahex&amp;quot;&lt;br /&gt;
! JNovahex{{Sic}}&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Amen-Ti&amp;quot;&lt;br /&gt;
! Amen-Ti &lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A glitterworld planet. Capital of the Star Empire, which maintains a military called Starforce which trains its cadets at the Star Academy. Fields Manned Fighters launched from Carrier Ships, and has been involved in at least 3 wars against &amp;quot;more advanced aggressor cultures&amp;quot;.&amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Sam Wissa|Sam 'Nerhesi' Wissa]]&amp;lt;/ref&amp;gt; Relationship with [[#Rogia|Rogia]], another glitterworld which also hosts a &amp;quot;Starforce&amp;quot;, is unknown. It is possible that they are part of the same Star Empire.&lt;br /&gt;
|- id=&amp;quot;Kalthas IV&amp;quot;&lt;br /&gt;
! Kalthas IV &lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
| A planet with elite training school for socially gifted students on it.&amp;lt;ref name=&amp;quot;Darkeye&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Matis Saro|Matis 'Darkeye' Saro]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Utmaior&amp;quot;&lt;br /&gt;
! Utmaior&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&lt;br /&gt;
| A glitterworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Presumably the location of [[#Utmaior Academy|Utmaior Academy]].&lt;br /&gt;
|- id=&amp;quot;Kenerella&amp;quot;&lt;br /&gt;
! Kenerella&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&lt;br /&gt;
| A glitterworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Caspian&amp;quot;&lt;br /&gt;
! Caspian&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&lt;br /&gt;
| A glitterworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Presumably the location of the [[#Caspian School of Engineering|Caspian School of Engineering]].&lt;br /&gt;
|- id=&amp;quot;Dedchenko&amp;quot;&lt;br /&gt;
! Dedchenko&lt;br /&gt;
| [[#Iceworld|Iceworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| An iceworld planet.&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to the Vanch-Yakh Glacier, a large glacier in Tajikistan previously known as the Fedchenko Glacier prior to 2023. &lt;br /&gt;
|- id=&amp;quot;Baltoro&amp;quot;&lt;br /&gt;
! Baltoro&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to Baltoro Glacier in Pakistan, one of the longest glaciers outside the polar regions.''&lt;br /&gt;
|- id=&amp;quot;Furtwale&amp;quot;&lt;br /&gt;
! Furtwale&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Given the naming convention used for other Iceworlds, may be a reference to Furtwängler Glacier in Tanzania.''&lt;br /&gt;
|- id=&amp;quot;Jaqua&amp;quot;&lt;br /&gt;
! Jaqua&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Christensen&amp;quot;&lt;br /&gt;
! Christensen&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to Christensen Glacier in South Georgia, a part of the British Overseas Territory of South Georgia and the South Sandwich Islands.''&lt;br /&gt;
|- id=&amp;quot;Barnes&amp;quot;&lt;br /&gt;
! Barnes&lt;br /&gt;
| [[#Iceworld|Iceworld]]&lt;br /&gt;
| An iceworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to Barnes Glacier in Antarctica.''&lt;br /&gt;
|- id=&amp;quot;La Grand&amp;quot;&lt;br /&gt;
! La Grand&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Dalles&amp;quot;&lt;br /&gt;
! Dalles&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Twig Falls&amp;quot;&lt;br /&gt;
! Twig Falls&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Old Boise&amp;quot;&lt;br /&gt;
! Old Boise&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Devil's Gate&amp;quot;&lt;br /&gt;
! Devil's Gate&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Laramiere&amp;quot;&lt;br /&gt;
! Laramiere&lt;br /&gt;
| [[#Rimworld|Rimworld]]&lt;br /&gt;
| A rimworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Corliss&amp;quot;&lt;br /&gt;
! Corliss&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Borassic&amp;quot;&lt;br /&gt;
! Borassic&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Savery II&amp;quot;&lt;br /&gt;
! Savery II&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Heron&amp;quot;&lt;br /&gt;
! Heron&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Malmesburi&amp;quot;&lt;br /&gt;
! Malmesburi&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Possibly a reference to Malmesbury, an English town that was the site of early textile industrialization.''&lt;br /&gt;
|- id=&amp;quot;Architonnerre&amp;quot;&lt;br /&gt;
! Architonnerre&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a direct reference to the Architonnerre, a steam-powered cannon described in the papers of Leonardo da Vinci but that he attributed to Archimedes.&lt;br /&gt;
|- id=&amp;quot;Escapement&amp;quot;&lt;br /&gt;
! Escapement&lt;br /&gt;
| [[#Steamworld|Steamworld]]&lt;br /&gt;
| A steamworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Escapements are a type of mechanic linkage used in analogue watches and clocks, a fitting reference given the association between steampunk and clockwork''&lt;br /&gt;
|- id=&amp;quot;Xaroh&amp;quot;&lt;br /&gt;
! Xaroh&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Immanence VI&amp;quot;&lt;br /&gt;
! Immanence VI&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Qabba&amp;quot;&lt;br /&gt;
! Qabba&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Einsof&amp;quot;&lt;br /&gt;
! Einsof&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Mitvo&amp;quot;&lt;br /&gt;
! Mitvo&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Samydi&amp;quot;&lt;br /&gt;
! Samydi&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Samsarr&amp;quot;&lt;br /&gt;
! Samsarr&lt;br /&gt;
| [[#Transcendent world|Transcendent world]]&lt;br /&gt;
| A transcendent world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Ceti V&amp;quot;&lt;br /&gt;
! Ceti V &lt;br /&gt;
| [[#Glassworld|Glassworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A planet with an assassin's guild.&amp;lt;ref name=&amp;quot;Darkeye&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Thebes XIV&amp;quot;&lt;br /&gt;
! Thebes XIV&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Naga&amp;quot;&lt;br /&gt;
! Naga&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Merv&amp;quot;&lt;br /&gt;
! Merv&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Given the identical pronunciation and link to weapons of mass destruction, likely a reference to MIRVs, or multiple independently targetable reentry vehicle, a payload for ballistic missiles in which several warheads capable to each targeting a different location are carried by one missile. The concept is almost invariably associated with intercontinental ballistic missiles carrying thermonuclear warheads,''&lt;br /&gt;
|- id=&amp;quot;Perse&amp;quot;&lt;br /&gt;
! Perse&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Shechem&amp;quot;&lt;br /&gt;
! Shechem&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Shechem was the name of an ancient Canaanite city. The relevance of this is unknown.''&lt;br /&gt;
|- id=&amp;quot;Yelhazor&amp;quot;&lt;br /&gt;
! Yelhazor&lt;br /&gt;
| [[#Glassworld|Glassworld]]&lt;br /&gt;
| A glassworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Tel Hazor is an archeological site located in modern Israel. While the names do not match, the similarity of the names, the proximity of the Y &amp;amp; T keys, and the references to [[#Shechem|Shechem]] as a similar site in the same source makes the similarity bear noting.''&lt;br /&gt;
|- id=&amp;quot;Avenna&amp;quot;&lt;br /&gt;
! Avenna&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Essalon&amp;quot;&lt;br /&gt;
! Essalon&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=Enike&amp;quot;&lt;br /&gt;
! Enike&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Adocia&amp;quot;&lt;br /&gt;
! Adocia&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;N'toch&amp;quot;&lt;br /&gt;
! N'toch&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=Barca&amp;quot;&lt;br /&gt;
! Barca&lt;br /&gt;
| [[#Urbworld|Urbworld]]&lt;br /&gt;
| An urbworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Puobell&amp;quot;&lt;br /&gt;
! Puobell&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to &amp;quot;poubelle&amp;quot;, a French word meaning garbage can.''&lt;br /&gt;
|- id=&amp;quot;Deni IX&amp;quot;&lt;br /&gt;
! Deni IX&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Garbsh&amp;quot;&lt;br /&gt;
! Garbsh&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' A portmanteau of &amp;quot;'''Garb'''age&amp;quot; and &amp;quot;Tra'''sh'''&amp;quot;.''&lt;br /&gt;
|- id=&amp;quot;Tra'age&amp;quot;&lt;br /&gt;
! Tra'age&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' A portmanteau of &amp;quot;'''Tra'''sh&amp;quot; and &amp;quot;Garb'''age'''&amp;quot;.''&lt;br /&gt;
|- id=&amp;quot;Reepsyk&amp;quot;&lt;br /&gt;
! Reepsyk&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' May be a reference to Resyk of Judge Dredd comics, itself a euphemistic reference to the &amp;quot;recycling&amp;quot; of biomatter including human corpses.''&lt;br /&gt;
|- id=&amp;quot;Mystras&amp;quot;&lt;br /&gt;
! Mystras&lt;br /&gt;
| [[#Trashworld|Trashworld]]&lt;br /&gt;
| A trashworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Destria&amp;quot;&lt;br /&gt;
! Destria&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Given the name, presumably involved in the [[#Inner Destrian War|Inner Destrian War]] as either a battlefield or belligerent.&amp;lt;ref name=&amp;quot;Stonejaw&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Chad Walcenville|Chad 'Stonejaw' Walcenville]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Trophic&amp;quot;&lt;br /&gt;
! Trophic&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Matrio&amp;quot;&lt;br /&gt;
! Matrio&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Samen&amp;quot;&lt;br /&gt;
! Samen&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Xinthia&amp;quot;&lt;br /&gt;
! Xinthia&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Ferbine&amp;quot;&lt;br /&gt;
! Ferbine&lt;br /&gt;
| Shellworld&lt;br /&gt;
| A shellworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Callos IX&amp;quot;&lt;br /&gt;
! Callos IX&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Presumably the site of the [[#Callos IX incident|Callos IX incident]],&amp;lt;ref name=&amp;quot;Doc&amp;quot;/&amp;gt; which may be the reason it is now a [[#Deadworld|deadworld]].&lt;br /&gt;
|- id=&amp;quot;Haspia&amp;quot;&lt;br /&gt;
! Haspia&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; See [[#Haspian monk|Haspian monk]]. &lt;br /&gt;
|- id=&amp;quot;Gost IV&amp;quot;&lt;br /&gt;
! Gost IV&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' GOST 4 is a Russian protection rating for ballistic armor. It is unknown if this is relevant''&lt;br /&gt;
|- id=&amp;quot;Berimund&amp;quot;&lt;br /&gt;
! Berimund&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Ardar&amp;quot;&lt;br /&gt;
! Ardar&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Kremhild&amp;quot;&lt;br /&gt;
! Kremhild&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Melisandz&amp;quot;&lt;br /&gt;
! Melisandz&lt;br /&gt;
| [[#Deadworld|Deadworld]]&lt;br /&gt;
| A deadworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Irithir&amp;quot;&lt;br /&gt;
! Irithir &lt;br /&gt;
| [[#Indworld|Indworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A trading hub planet.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#William Gregory-Heap|William Gregory-Heap]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;New China&amp;quot;&lt;br /&gt;
! New China &lt;br /&gt;
| [[#Indworld|Indworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| Planet.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Yutong Li|Yutong 'Li' Li]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Hudders&amp;quot;&lt;br /&gt;
! Hudders&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Iver&amp;quot;&lt;br /&gt;
! Iver&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Achesta&amp;quot;&lt;br /&gt;
! Achesta&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Oods&amp;quot;&lt;br /&gt;
! Oods&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Iladelf&amp;quot;&lt;br /&gt;
! Iladelf&lt;br /&gt;
| [[#Indworld|Indworld]]&lt;br /&gt;
| An indworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;!--Ph-iladelp-ia?--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Pichu&amp;quot;&lt;br /&gt;
! Pichu&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&lt;br /&gt;
| A ruinworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Most of the ruinworlds in this source are references to ancient, ruined cities. This is most likely a reference to Machu Pichu, the famous ruined Incan citadel.''&lt;br /&gt;
|- id=&amp;quot;Perdida&amp;quot;&lt;br /&gt;
! Perdida&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&lt;br /&gt;
| A ruinworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Most of the ruinworlds in this source are references to ancient, ruined cities. Perdida is Spanish for lost, but given the theme in the naming of ruinworlds, it likely specifically a reference to Ciudad Perdida, a ruined pre-Columbian city near Santa Marta, Colombia''&lt;br /&gt;
|- id=&amp;quot;Hisarlik&amp;quot;&lt;br /&gt;
! Hisarlik&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&lt;br /&gt;
| A ruinworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Most of the ruinworlds in this source are references to ancient, ruined cities. Hisarlık is the modern-day location of the ruins of Troy, the city famously, and possibly apocryphally, besieged by the Greeks during the Trojan War.''&lt;br /&gt;
|- id=&amp;quot;Helike&amp;quot;&lt;br /&gt;
! Helike&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&lt;br /&gt;
| A ruinworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Most of the ruinworlds in this source are references to ancient, ruined cities. Helike is the name of ancient Greek city-state, destroyed by a tsunami, and whose ruins were rediscovered in 2001.''&lt;br /&gt;
|- id=&amp;quot;Cerospor&amp;quot;&lt;br /&gt;
! Cerospor &lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Cerospor is also a brand name used for a form of antibiotics.''&lt;br /&gt;
|- id=&amp;quot;Scylla&amp;quot;&lt;br /&gt;
! Scylla&lt;br /&gt;
| [[#Toxicworld|Toxicworld]]&lt;br /&gt;
| A toxicworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Scylla is a character from Greek myth, originally a naiad but turned into a monster when poison was poured into the water in which she was bathing.''&lt;br /&gt;
|- id=&amp;quot;Thylacine&amp;quot;&lt;br /&gt;
! Thylacine&lt;br /&gt;
| [[#Animal world|Animal world]]&lt;br /&gt;
| An animal world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Thylacines, also known as the Tasmanian tiger or Tasmanian wolf, are a type of extinct carnivorous marsupial that was native to Australia and Papua New Guinea. Given the resurrection of other extinct species by genetic engineering, this may indicate that this planet was used for this purpose and that is why it was kept an animal world.''&lt;br /&gt;
|- id=&amp;quot;Jiai&amp;quot;&lt;br /&gt;
! Jiai&lt;br /&gt;
| [[#Animal world|Animal world]]&lt;br /&gt;
| An animal world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Jiai is a transliteration of 慈愛, the Japanese word for Charity or Compassion. The relevance of this, if any, is unknown.''{{Check Tag|Japanese language check|Someone with real knowledge of the language should check this.}}&lt;br /&gt;
|- id=&amp;quot;Aukton&amp;quot;&lt;br /&gt;
! Aukton&lt;br /&gt;
| [[#Animal world|Animal world]]&lt;br /&gt;
| An animal world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Steller's World&amp;quot;&lt;br /&gt;
! Steller's World&lt;br /&gt;
| [[#Animal world|Animal world]]&lt;br /&gt;
| An animal world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Sophiamunda&amp;quot;&lt;br /&gt;
! Sophiamunda {{RoyaltyIcon}}&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Royalty Places&amp;quot;&amp;gt;Royalty Places.xml&amp;lt;/ref&amp;gt;&lt;br /&gt;
| A techno-feudal world with castles and palaces. Native Sophians work as knights, squires, dukes, maids, and swordsmiths. Revolutionists and their rebels sometimes attack those living there. People carry [[warhammer]]s and [[persona plasmasword]]s as personal weapons. [[Orbital mech cluster targeter]]s, bio-engineered plagues, and armies of fallen knights have been deployed there. Described in code-comments as ''Sophiamunda is the shattered empire's home world.'' Generally the canonicity of such comments is unclear, though in this instance it directly agrees with other sources. &amp;lt;ref name=&amp;quot;Royalty Places&amp;quot;/&amp;gt; This information listed here is limited to that listed in the places file, for more information see: [[#Empire|Empire]].&lt;br /&gt;
|- id=&amp;quot;Oubanyen&amp;quot;&lt;br /&gt;
! Oubanyen&lt;br /&gt;
| Jungle world&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;/[[#Dino-world|Dino-world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A steamy jungle world with tree-top villages, hill-top ziggurats, city temples, and shaman caves. Native Oubanyeni work as Shamans, hunters, fishers, gatherers and [[goat]]herds. Tree-harvesters and their henchmen sometimes attack those living there. People carry [[pila]] and [[ikwa]] as personal weapons. Lethal [[psychic drone]]s and neurotoxin bombs have been deployed there. Described in code-comments as ''A steamy world of wet jungles, strange tribes with psychic powers'', however the canonicity of such comments is unclear.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Chelis&amp;quot;&lt;br /&gt;
! Chelis&lt;br /&gt;
| Arid world&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Medieval world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| An arid world with moisture farms, parch-towns, water centres and high lifehalls. Native Chelisi work as water gatherers, lizardskinners, oasis seekers, cactus gatherers and scav-herders. Chiefs and their sand-warriors sometimes attack those living there. People carry sand-arrows and cactus-clubs as personal weapons. Archotech-induced sandstorms and spikelizard stampedes have been deployed there. Described in code-comments as ''An arid world of moisture-farming tribes'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Ilwaba&amp;quot;&lt;br /&gt;
! Ilwaba&lt;br /&gt;
| [[#Ruinworld|Ruinworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A regrown ruin-world with skyscraper villages, highway trade-posts, blast-land oases, and houses of regrowth. Native Ilwabans work as crete-farmers, path-makers, artifact hunters, tunnelwalkers, and artifact restorers. Crypto-leaders and their crypto-soldiers sometimes attack those living there. People carry scrap-swords and jag-dagger as personal weapons. Dug-up nukes and ancient poison bombs have been deployed there. Described in code-comments as ''A regrown deathworld where tribes live among overgrown cities'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Boccocarro&amp;quot;&lt;br /&gt;
! Boccocarro&lt;br /&gt;
| Shell-world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A cavernous shell-world with surface tunnels, fungus caverns, drip-wells, and speech-halls. Native Boccin work as miners, fungus growers, surface scavengers, community cooks, and frog-hunters. Mine hypervisor and their abyssal marines sometimes attack those living there. People carry pickaxes and hydraulic crossbows as personal weapons. Seismic quake-generation devices and blackpowder bombs have been deployed there. Described in code-comments as ''A subterranean world with vast caverns and a baked, inhospitable surface. Many factious but isolated city-states'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Nuchadus&amp;quot;&lt;br /&gt;
! Nuchadus&lt;br /&gt;
| Volcano-world&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Feudalworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A dim volcano-world with basalt islands, caldera laketowns, dirigible villages, and thermal fortresses. Native nuchadeans work as seismologists, lava-snail farmers, tank-tread repairers, and airborne scouts. Lava lords and their stygian soldiers sometimes attack those living there. People carry obsidian daggers and harpoon rifles as personal weapons. Chem-warfare bombs and archotech-induced volcano eruptions have been deployed there. Described in code-comments as ''A chaotic volcanic world far from the sun, covered with lava flows and black sand dunes. There are nomads and movable cities'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Zoutera&amp;quot;&lt;br /&gt;
! Zoutera&lt;br /&gt;
| [[#Dino-world|Dino-world]]&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;/Animal world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A grassy dino-world with trading outposts, trent villages, mammoth burial grounds, and hill-top forts. Native Zoutin work as dino-riders, [[muffalo]]-herders, hunters, and toughleather makers. Tusk-kings and their tusk-warriors sometimes attack those living there. People carry bamboo staves and hunt-bomb arrows as personal weapons. Fertilizer bombs and stampeding herds of ankylosaurs, blue mammoths, and novoraptors have been deployed there. Described in code-comments as ''A grassy planet populated by megafauna'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Wavia&amp;quot;&lt;br /&gt;
! Wavia&lt;br /&gt;
| Oceanic world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| An oceanic planet with trading atolls, floating villages, seaweed refineries, and capitol bridges. Native Wavians work as fishers, pearl divers, sail makers, captains, and sea-grass gatherers. Whaler admirals and their whaler-marines sometimes attack those living there. People carry harpoons and barbed nets as personal weapons. High-yield torpedoes and baited deep-kraken and Wavian leviathans have been deployed there. Described in code-comments as ''A water world dotted with atolls and floating seaweed'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to the 1995 post-apocalyptic action film 'Waterworld'.''&lt;br /&gt;
|- id=&amp;quot;Bagua 5&amp;quot;&lt;br /&gt;
! Bagua 5&lt;br /&gt;
| Junkyard planet&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Trashworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A junkyard planet with fortified scrapyards, rainwater processing plants, scrap-towns and trader spaceports. Native Bagucinquans work as scavengers, traders, tinkerers, guards, and scrappers. Junk lords and their metal-heads sometimes attack those living there. People carry pipe rifles and scrap-swords as personal weapons. Salvaged nukes and rust viruses have been deployed there. Described in code-comments as ''A junkyard planet of crashed ships, broken machinery, scavengers and traders'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' &amp;quot;Bagua&amp;quot; is the name of eight symbols used in Taoist cosmology and of a province of Peru - it is unclear if either etymology of the name is correct. The &amp;quot;-cinquan&amp;quot; suffix of the demonym simply comes from the French term for five - the inhabitants are literally &amp;quot;Bagua-5-ans&amp;quot;.''&lt;br /&gt;
|- id=&amp;quot;Rhydell&amp;quot;&lt;br /&gt;
! Rhydell{{IdeologyIcon}}&lt;br /&gt;
| Forest moon&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;/[[#Animal world|Animal world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A savage forest moon with converted dropships, low-shielded encampments, communication centers, and armored habitats. Native Rhydellians work as frontier botanists, trophy hunters, medics, camp cooks, and biolab engineers. Deepcorp executives and their deepcorp enforcers sometimes attack those living there. People carry [[sniper rifle]]s and machetes as personal weapons. Plant-derived neurotoxin gas and orbital laser strikes have been deployed there. Described in code-comments as ''A forest moon filled valuable flora and with dangerous predators'', however the canonicity of such comments is unclear.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; Its secondary description as an animal world is confusing given that people apparently are living on the world, however it may indicate that it was simply an animal world in the past or that that full colonisation efforts have not begun.&lt;br /&gt;
|- id=&amp;quot;Iwamura&amp;quot;&lt;br /&gt;
! Iwamura{{IdeologyIcon}}&lt;br /&gt;
| Stony asteroid&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A stony asteroid with market capsules, warehouse capsules, docking piers, and station bridges. Native Iwamurian work as life-support engineers, merchants, flight controllers, zero-g athletes, and radio hosts. Mega-corp CEOs and their rent-a-cops sometimes attack those living there. People carry [[charge rifle]]s and welding torches as personal weapons. Aerosolized toxins, life-support sabotage viruses and EMP strikes to the life support systems have been deployed there. Described in code-comments as ''Iwamura is a stony asteroid housing a large trading hub'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Novaroma&amp;quot;&lt;br /&gt;
! Novaroma{{IdeologyIcon}}{{BiotechIcon}}&lt;br /&gt;
| Planetoid/[[#Coreworld|Coreworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A planetoid with ministries of permits, gated suburbs, over-cities, undercities, and megacity overhalls. Native novaromans work as clerks, officials, food couriers, taxi drivers, and retail workers. High-underlords and their undertroops sometimes attack those living there. People carry [[revolver]]s and [[knife|knives]] as personal weapons. Seismic quake-generation devices, cluster bombs, and nuclear suitcase-bombs have been deployed there. Described in code-comments as ''[...] a planetoid covered in a vast city, ruled by a bureaucracy'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; The line of [[highmates]] found on the colony's rimworld fit the fashions of Novaroma.&amp;lt;ref&amp;gt;[[Highmate]] [[xenotype]] description&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' The name translates to New Rome in Latin.''&lt;br /&gt;
|- id=&amp;quot;Filson&amp;quot;&lt;br /&gt;
! Filson&lt;br /&gt;
| Farm-world&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Feudalworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Rimworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A rural farm-world with fertilizer processing plants, mega-granaries, water-bore sites, and town halls. Native Filsoners work as farm hands, fruit pickers, transport drivers, school teachers, and soil engineers. Landowners and their militia sometimes attack those living there. People carry rifles and scythes as personal weapons. Fertilizer bombs, weaponized pesticide sprays and space lenses have been deployed there. Described in code-comments as ''[...] a rural planet of vast agriculture plots and territorial landowners'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Creticon&amp;quot;&lt;br /&gt;
! Creticon{{IdeologyIcon}}&lt;br /&gt;
| [[#Deathworld|Deathworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A blasted death-world with bunkers, caverns, ice-shelters, and director's bunkers. Native Creticonians work as water-recycler repairers, algae farmers, doctors, teachers, militia commanders, and shuttle pilots. Warlords and their mercenaries sometimes attack those living there. People carry [[autopistol]]s and [[LMG]]s as personal weapons. Shoulder-mounted nuclear missiles, orbital bombardments, chemical bombs, and hacked mechanoids have been deployed there. Described in code-comments as ''[...] a high-tech death-world where everyone lives in bunkers'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Yttak&amp;quot;&lt;br /&gt;
! Yttak{{IdeologyIcon}}{{BiotechIcon}}&lt;br /&gt;
| Ice-moon&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Icy planet&amp;lt;ref name=&amp;quot;Yttakin pirates&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;/Iceworld&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;/[[#Prison planet|Prison world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| An ice-moon prison with meal halls, guard barracks, detention centers, and warden's office complex. Native Yttaki are detainees and escapees, or work as guards, maintenance workers, and transport drivers. Prison wardens and their corrupt guards sometimes attack those living there. People carry shivs and SMGs as personal weapons. Improvised chemical bombs and orbital laser strikes have been deployed there. Described in code-comments as ''[...] a frigid ice-moon prison colony'', however the canonicity of such comments is unclear.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; The [[#Yttakin|Yttakin]] xenohumans were first engineered to populate Yttak and they've since spread to other worlds.&amp;lt;ref name=&amp;quot;Yttakin pirates&amp;quot;&amp;gt;[[Yttakin pirates]] [[faction]] description&amp;lt;/ref&amp;gt; Yttak is alternately referred to as a moon,&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; a planet,&amp;lt;ref name=&amp;quot;Yttakin pirates&amp;quot;/&amp;gt; and a world&amp;lt;ref&amp;gt;[[Yttakin]] [[xenotype]] description&amp;lt;/ref&amp;gt; which could apply to either. It is unclear which is canonically correct. Given the pronunciation of Yttakin as &amp;quot;ee-ta-keen&amp;quot;,&amp;lt;ref name=&amp;quot;Biotech Preview 4&amp;quot;&amp;gt;[https://store.steampowered.com/news/app/294100/view/3319740412995643281 Biotech Preview #4] Steam Announcement&amp;lt;/ref&amp;gt; the name of the world is likely pronounced &amp;quot;Ee-tak&amp;quot;.&lt;br /&gt;
|- id=&amp;quot;Kemia&amp;quot;&lt;br /&gt;
! Kemia{{IdeologyIcon}}&lt;br /&gt;
| Toxic [[#War-world|war-world]]&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A toxic war-world with slums, tunnel colonies, undertowns, and city lordhouses. Native Kemian work as street sweepers, cleanup engineers, protein farmers, taxi drivers, and weapons builders. Poison lords and their venom-soldiers sometimes attack those living there. People carry gas bombs and toxic flamethrowers as personal weapons. Nuclear dirty bombs, bio-engineered plagues, and penetrating toxic bombs have been deployed there. Described in code-comments as ''[...] a toxic, overcrowded world with an oppressive government'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Rogia&amp;quot;&lt;br /&gt;
! Rogia&lt;br /&gt;
| [[#Glitterworld|Glitterworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
| A glitter-tech world with medical institutes, space elevators, robotics factories, and a planetary capitol. Native Rogians work as starforce cadets, artisan farmers, social-media prodigies, zero-g athletes, and glitter-tech smugglers. Corrupt bureaucrats and their bionic guards sometimes attack those living there. People carry [[charge lance]]s and [[persona monosword]]s as personal weapons. Antimatter warheads, weaponized computer viruses, and remote-controlled mechanoid workers have been deployed there. Described in code-comments as ''[...] a world of windy prairies and towering glitter-tech cities'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; Relationship with [[#Amen-Ti|Amen-Ti]], another glitterworld which also hosts a &amp;quot;Starforce&amp;quot;, is unknown. It is possible that they are part of the same Star Empire, of which Amen-Ti is the capital.&lt;br /&gt;
|- id=&amp;quot;Xanides&amp;quot;&lt;br /&gt;
! Xanides{{IdeologyIcon}}&lt;br /&gt;
| Mineral-planet&lt;br /&gt;
| An exploited mineral-planet with strip mines, ore refineries, nutrient paste cafeterias, and oxygen depots. Native Xanidians work as miners, supervisors, technicians, mechanics, and life support engineers. Mine-crop bosses and their mine-corp troops sometimes attack those living there. People carry electro-batons and [[autopistol]]s as personal weapons. Blasting charges and EMP strikes to the life support systems have been deployed there. Described in code-comments as ''a small strip-mining planet with a thin atmosphere'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Lutuni&amp;quot;&lt;br /&gt;
! Lutuni{{IdeologyIcon}}&lt;br /&gt;
| [[#Coreworld|Coreworld]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A rainforest paradise with augmentation clinics, hyper-yachts, zero-g stadia, and space elevator complexes. Native Luntuni work as tourist guides, zero-g performers, [[luciferium]] distributors, virtual celebrities, and shuttle pilots. Entertainment moguls and their enforcers sometimes attack those living there. People carry vibro-knives and charge pistols as personal weapons. Structural disintegration bacterium and smuggled [[orbital bombardment targeter]]s have been deployed there. Described in code-comments as ''a rainforest paradise and glitterworld tourist destination'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Zartza&amp;quot;&lt;br /&gt;
! Zartza&lt;br /&gt;
| [[#Deathworld|Deathworld]]&lt;br /&gt;
| A deathworld planet.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Given the name, presumably involved in the [[#Xennoa-Zartza War|Xennoa-Zartza War]] as either a battlefield or belligerent.&amp;lt;ref name=&amp;quot;Harris&amp;quot;/&amp;gt; It is unknown whether the planet was a deathworld before the conflict. &lt;br /&gt;
|- id=&amp;quot;Vinna&amp;quot;&lt;br /&gt;
! Vinna&lt;br /&gt;
| [[#Medieval world|Medieval world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
| A medieval world&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; with raiders, mudlands, and a number of settlements.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Ida Painstingle|Ida 'Ida' Painstingle]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Cormora Prime&amp;quot;&lt;br /&gt;
! Cormora Prime&lt;br /&gt;
| [[#Coreworld|Coreworld]]&lt;br /&gt;
| A coreworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' May be a reference to Gomorrah, a biblical city destroyed by God for its wickedness, or the Comorra, an Italian Mafia organization and criminal society.''&lt;br /&gt;
|- id=&amp;quot;Glossolia&amp;quot;&lt;br /&gt;
! Glossolia&lt;br /&gt;
| [[#Coreworld|Coreworld]]&lt;br /&gt;
| A coreworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' May be a reference to Glossolalia, commonly called &amp;quot;speaking in tongues&amp;quot;, the practice of uttering words or speech-like sounds believed by some to have religious meaning.''&lt;br /&gt;
|- id=&amp;quot;Barbaros&amp;quot;&lt;br /&gt;
! Barbaros&lt;br /&gt;
| [[#Coreworld|Coreworld]]&lt;br /&gt;
| A coreworld.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Means &amp;quot;Barbarians&amp;quot; in Spanish, also possibly a reference to the famous corsair Hayreddin Barbarossa or the Holy Roman Emperor, Frederick Barbarossa.''&lt;br /&gt;
|- id=&amp;quot;Atura&amp;quot;&lt;br /&gt;
! Atura&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; May be the location of [[#Atura station|Atura station]].&lt;br /&gt;
|- id=&amp;quot;Ranomi&amp;quot;&lt;br /&gt;
! Ranomi&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Taxlos&amp;quot;&lt;br /&gt;
! Taxlos&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Aryn Sigma&amp;quot;&lt;br /&gt;
! Aryn Sigma&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Aesh 265&amp;quot;&lt;br /&gt;
! Aesh 265&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Widdershins&amp;quot;&lt;br /&gt;
! Widdershins&lt;br /&gt;
| Asteroid&lt;br /&gt;
| An asteroid.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Widdershins is a term meaning to go counterclockwise, to walk around an object by always keeping it on the left, or to take a course opposite the apparent motion of the sun. It is also associated with being unlucky. The relevance, such as whether it describes the orbit of the asteroid, is unknown.''&lt;br /&gt;
|- id=&amp;quot;Einio&amp;quot;&lt;br /&gt;
! Einio&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Einio is the name of an Einiosaurus, a ceratopsian, in the Nintendo game series Fossil Fighters in which fossils of prehistoric animals are revived and have powers as a result. It is unclear whether the name is a reference specifically to the series or simply to the real ceratopsian, if either.''&lt;br /&gt;
|- id=&amp;quot;Baryonyx&amp;quot;&lt;br /&gt;
! Baryonyx&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Baryonyx is a genus of theropod dinosaur, as well as the common name used to refer to the Baryonyx walkeri species.''&lt;br /&gt;
|- id=&amp;quot;Venator&amp;quot;&lt;br /&gt;
! Venator&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Venator means hunter in Latin, which is already a fitting name for a dino-world, however it is also used in the construction of a number of dinosaur names including the carnivorous theropod dinosaurs the Neovenator and Viavenator.''&lt;br /&gt;
|- id=&amp;quot;N'cilo&amp;quot;&lt;br /&gt;
! N'cilo&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Brach&amp;quot;&lt;br /&gt;
! Brach&lt;br /&gt;
| [[#Dino-world|Dino-world]]&lt;br /&gt;
| A dino-world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' The name may be a reference to Brachiosaurus, a genus of sauropod dinosaur.''&lt;br /&gt;
|- id=&amp;quot;Mauro&amp;quot;&lt;br /&gt;
! Mauro &lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Oxy VI&amp;quot;&lt;br /&gt;
! Oxy VI &lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Imbatus&amp;quot;&lt;br /&gt;
! Imbatus &lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Soleno&amp;quot;&lt;br /&gt;
! Soleno&lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Sangwine&amp;quot;&lt;br /&gt;
! Sangwine&lt;br /&gt;
| [[#Toxic world|Toxic world]]&lt;br /&gt;
| A toxic world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Sangwine is an obsolete spelling of Sanguine, a term meaning both &amp;quot;pertaining to blood&amp;quot; and &amp;quot;optimistic&amp;quot;.''&lt;br /&gt;
|- id=&amp;quot;Vanu&amp;quot;&lt;br /&gt;
! Vanu&lt;br /&gt;
| [[#War-world|War-world]]&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
| A war-world, presumably the location of the [[#Vanu Defense College|Vanu Defense College]]&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Possibly a reference to the Vanu Sovereignty, a faction in the game PlanetSide''&lt;br /&gt;
|- id=&amp;quot;Samnium&amp;quot;&lt;br /&gt;
! Samnium&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Samnium was a nation-state in Ancient Italy that was a belligerent in a number of wars with the Roman Republic.''&lt;br /&gt;
|- id=&amp;quot;Kyrus&amp;quot;&lt;br /&gt;
! Kyrus&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' As the name Kyrus is a derivative of Cyrus, it may be a reference to Cyrus the Great, the founder of the Achaemenid Empire and conqueror.''&lt;br /&gt;
|- id=&amp;quot;Punica&amp;quot;&lt;br /&gt;
! Punica&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Punica is the name of the genus of plants that includes the pomegranate, which derives from the Latin term for Carthaginian apple. Given the war related nature, likely a more general reference to the term &amp;quot;Punic&amp;quot;, meaning &amp;quot;of or relating to ancient Carthage&amp;quot;, an ancient empire that fought the Roman Republic during the Punic Wars.''&lt;br /&gt;
|- id=&amp;quot;Cimbria XII&amp;quot;&lt;br /&gt;
! Cimbria XII&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to the Cimbri, a germanic tribe from the Cimbrian peninsula in what is now Jutland. The Cimbri invaded Gaul and fought the Roman Republic in a series of battles, including the devastating Battle of Arausio in which almost a dozen Roman Legions were destroyed.&lt;br /&gt;
|- id=&amp;quot;Barkitos&amp;quot;&lt;br /&gt;
! Barkitos&lt;br /&gt;
| [[#War-world|War-world]]&lt;br /&gt;
| A war world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chateau D'Ouen&amp;quot;&lt;br /&gt;
! Chateau D'Ouen&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Given the prison connection, possibly a reference to Château d'If, the infamous French prison for political and religious prisoners and notable for its use in Alexandre Dumas's novel 'The Count of Monte Cristo'.''&lt;br /&gt;
|- id=&amp;quot;Casmina&amp;quot;&lt;br /&gt;
! Casmina&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Hoalo&amp;quot;&lt;br /&gt;
! Hoalo&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Likely a reference to Hỏa Lò Prison, commonly referred to by its Vietnam War era nickname The Hanoi Hilton, a prison in what is now Vietnam infamous for the mistreatment and torture of its prisoners under both French and North Vietnamese governments.''&lt;br /&gt;
|- id=&amp;quot;Borren&amp;quot;&lt;br /&gt;
! Borren&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Aldgate&amp;quot;&lt;br /&gt;
! Aldgate&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Possibly a reference to, and pun on, Newgate Prison, a prison in London, England that was built in 1188 and in use for over 700 years.&lt;br /&gt;
|- id=&amp;quot;Port Basil&amp;quot;&lt;br /&gt;
! Port Basil&lt;br /&gt;
| [[#Prison planet|Prison world]]&lt;br /&gt;
| A prison world.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Given the prison connection, possibly a reference to Port Arthur, a town in Tasmania, Australia originally founded as a penal colony for transportees from Great Britain.''&lt;br /&gt;
|}&lt;br /&gt;
'''Note:''' The rimworlds on which gameplay takes place have randomly generated names. Due to both their limited application and randomly generated nature, the randomly generated names of these rimworlds are considered semi-canonical only and are not listed here.&lt;br /&gt;
&amp;lt;!-- Template&lt;br /&gt;
* '''planet''' {{IdeologyIcon}} - A descriptor world with . Native demonyms work as jobs. foeleaders and their foesoldiers sometimes attack those living there. People carry personalweapons as personal weapons. massweapons have been deployed there. Described in code-comments as ''desc'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Prefixed world names =====&lt;br /&gt;
World names in generated text can sometimes be prefaced by Kuhn- and Ur-. Additionally references to rituals named after the worlds but prefixed with a ka'= are also mentioned.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; The significance of these prefixes is unknown.&lt;br /&gt;
&lt;br /&gt;
==== Systems ====&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Xennoa system&amp;quot;&lt;br /&gt;
! Xennoa system&lt;br /&gt;
| Hosted a military base. Has a military with infantry and spacejets, involved in the [[#Xennoa-Zartza War|Xennoa-Zartza War]] &amp;lt;ref name=&amp;quot;Harris&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Kyle Harris|Kyle Harris]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Utmaior Academy&amp;quot;&lt;br /&gt;
! Utmaior Academy&lt;br /&gt;
| Prestigious academy on a [[#Glitterworld|glitterworld]],&amp;lt;ref name=&amp;quot;Doc&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#James Grey|James 'Doc' Grey]]&amp;lt;/ref&amp;gt;  presumably located on [[#Utmaior|Utmaior]]. &lt;br /&gt;
|- id=&amp;quot;Vanu Defense College&amp;quot;&lt;br /&gt;
! Vanu Defense College&lt;br /&gt;
| Teaches young cadets proficiency in a range of weapons and survival skills,&amp;lt;ref name=&amp;quot;Leystrat&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Bashkire Leystrat|Bashkire Leystrat]]&amp;lt;/ref&amp;gt; presumably located on [[#Vanu|Vanu]]. &lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Possibly a reference to the Vanu Sovereignty, a faction in the game PlanetSide''&lt;br /&gt;
|- id=&amp;quot;Caspian School of Engineering&amp;quot;&lt;br /&gt;
! Caspian School of Engineering&lt;br /&gt;
| A [[#Glitterworld|glitterworld]] school that offers mathematics and computer programming in its curriculum.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Darrien Maliphalo|Darrien 'Mal' Maliphalo]]&amp;lt;/ref&amp;gt; Presumably located on [[#Caspian|Caspian]].&lt;br /&gt;
|- id=&amp;quot;Atura station&amp;quot;&lt;br /&gt;
! Atura station{{IdeologyIcon}}&lt;br /&gt;
| An orbital shipyard with shuttle docks, manufacturing rings, residential rings, and a central control room. Native Aturans work as construction drone operators, managers, test pilots, sales agents, and 3D printer technicians. Crime bosses and their thugs sometimes attack those living there. People carry tasers and arc welders as personal weapons. EMP strikes to the life support systems and remote-controlled welding drones have been deployed there. Described in code-comments as ''an orbital dry dock and construction yard'', however the canonicity of such comments is unclear. &amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; May be located at, built from, or otherwise related to the asteroid [[#Atura|Atura]].&lt;br /&gt;
|- id=&amp;quot;Zeglar colonies&amp;quot;&lt;br /&gt;
! Zeglar colonies&lt;br /&gt;
| Purchases slaves, including for male prostitution.&amp;lt;ref name=&amp;quot;Gnugfur&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Robert Krondorfer|Robert 'Gnugfur' Krondorfer]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;New Jerusalem&amp;quot;&lt;br /&gt;
! New Jerusalem{{AnomalyIcon}}&lt;br /&gt;
| Unknown if even a real place, or a place at all - only mentioned by [[golden cube]]-obsessed pawns talking about a &amp;quot;cubic New Jerusalem&amp;quot; &amp;lt;ref name=&amp;quot;RulePacks_Cube&amp;quot;&amp;gt;RulePacks_Cube.xml]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Official Art ====&lt;br /&gt;
The following are clipped out of official key art for the base game and DLCs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Background planet pc.png     |A rimworld {{PCIcon}}&lt;br /&gt;
Background moon pc 1.png     |A rimworld's moon {{PCIcon}}&lt;br /&gt;
Background moon pc 2.png     |A rimworld's moon {{PCIcon}}&lt;br /&gt;
Background planet console.png|A rimworld {{ConsoleIcon}}&lt;br /&gt;
Background moon console 1.png|A rimworld's moon {{ConsoleIcon}}&lt;br /&gt;
Background moon console 2.png|A rimworld's moon {{ConsoleIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Background planet royalty.png |A rimworld {{RoyaltyIcon}}&lt;br /&gt;
Background moon royalty 1.png |A rimworld's moon {{RoyaltyIcon}}&lt;br /&gt;
Background moon royalty 2.png |A rimworld's moon {{RoyaltyIcon}}&lt;br /&gt;
Background sun royalty 1.png |A rimworld's sun {{RoyaltyIcon}}&lt;br /&gt;
Background planet ideology.png|A rimworld {{IdeologyIcon}}&lt;br /&gt;
Background moon ideology 1.png|A rimworld's moon {{IdeologyIcon}}&lt;br /&gt;
Background moon ideology 2.png|A rimworld's moon {{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Background moon anomaly 1.png|A rimworld's moon {{AnomalyIcon}}&lt;br /&gt;
Background moon anomaly 2.png|A rimworld's moon {{AnomalyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Zartha crisis&amp;quot;&lt;br /&gt;
! Zartha crisis&lt;br /&gt;
| Apparently a military conflict fought over many worlds, in both ground and air domains with fighters and fighter controllers deployed. &amp;lt;ref name=&amp;quot;Leystrat&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Inner Destrian War&amp;quot;&lt;br /&gt;
! Inner Destrian War&lt;br /&gt;
| Ostensibly a military conflict that occured at least one generation ago, in the aftermath and/or resulting instability of which people were captured and sold into slavery.&amp;lt;ref name=&amp;quot;Stonejaw&amp;quot;/&amp;gt; Presumably involved [[#Destria|Destria]] as either a battlefield or belligerent.&lt;br /&gt;
|- id=&amp;quot;Callos IX incident&amp;quot;&lt;br /&gt;
! Callos IX incident&lt;br /&gt;
| James 'Doc' Grey performed unethical experiments on the survivors of this incident, and when the experiments were published, he was exiled. &amp;lt;ref name=&amp;quot;Doc&amp;quot;/&amp;gt; Presumably occurred on [[#Callos IX|Callos IX]] and may be the reason it is now a [[#Deadworld|deadworld]].&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Xennoa-Zartza War&amp;quot;&lt;br /&gt;
! Xennoa-Zartza War &lt;br /&gt;
| A military conflict presumably fought either in, or by a polity from, the [[#Xennoa system|Xennoa system]],&amp;lt;ref name=&amp;quot;Harris&amp;quot;/&amp;gt; presumably either on or against a polity based on, the planet [[#Zartza|Zartza]].&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; Infantry and spacejets were deployed during the conflict.&amp;lt;ref name=&amp;quot;Harris&amp;quot;/&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Planet types ===&lt;br /&gt;
Note that planet types are not necessarily mutually exclusive, and a given planet may fit several separate categories.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Deadworld&amp;quot;&lt;br /&gt;
! Deadworld&lt;br /&gt;
| Distinct from [[#Deathworld|deathworlds]], these are planets which have not been significantly contacted by humans. Generally not inhabitable. All planets are like this before people arrive for the first time.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deathworld&amp;quot;&lt;br /&gt;
! Deathworld&lt;br /&gt;
| Distinct from [[#Deadworld|deadworlds]] and sometimes spelled as '''Death-world''', the meaning of the term deathworld appears to correlate with the common usage of the term in science fiction discussion - namely a planet that is technically habitable but incredibly hostile to human life. [[#Impids|Impids]] are described as originally being designed for &amp;quot;''dry deathworlds''&amp;quot;,&amp;lt;ref&amp;gt;[[Impid]] [[xenotype]] description and short description&amp;lt;/ref&amp;gt; while [[#Wasters|wasters]] are designed for &amp;quot;''post-apocalyptic deathworlds''&amp;quot;.&amp;lt;ref&amp;gt;[[Waster]] [[xenotype]] description and short description&amp;lt;/ref&amp;gt; [[Books]] about the [[Research#Battery|Battery research]] can reference an &amp;quot;''acid lake on the leaden shores of a deathworld worked as a natural battery''&amp;quot;.&amp;lt;ref&amp;gt;[[Research#Battery|Battery research]] subject_story strings.&amp;lt;/ref&amp;gt; [[#Creticon|Creticon]] is described a &amp;quot;''blasted death-world''&amp;quot; while it is further described in code-comments as &amp;quot;''[...] a high-tech death-world''&amp;quot;,&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt; while [[#Ilwaba|Ilwaba]] is described in code-comments as a &amp;quot;''regrown deathworld''&amp;quot;,&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;  however the canonicity of such comments is unclear.The disparate natures of these examples support the concept that why a deathworld is hostile to human life is not important to the definition, only that it is hostile. Despite the difficulty of living on these planets, some are still inhabited - [[Books]] about the [[Research#Tox gas|Tox gas research]]{{BiotechIcon}} can reference the author &amp;quot;''research[ing] cloud control tech for the tyrannocracy of a deathworld''&amp;quot;,&amp;lt;ref&amp;gt;[[Research#Tox gas|Tox gas research]] subject_story strings.&amp;lt;/ref&amp;gt; which implies not only people living on the planet, but a system of government. [[#Zartza|Zartza]], [[#Rayth|Rayth]], [[#Spectra|Spectra]], [[#JNovahex|JNovahex]], [[#Carthago|Carthago]], and [[#Grimcore|Grimcore]] are also referenced as being deathworlds.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Animal world&amp;quot;&lt;br /&gt;
! Animal world&lt;br /&gt;
| Planets with no people. Either everyone died, or the planet was seeded with plant and animal life by terraforming robots and nobody arrived.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; It is apparently not exclusive with an [[#Dino-world|Dino-world]] which may, in fact, be a subtype of this category.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Medieval world&amp;quot;&lt;br /&gt;
! Medieval worlds&lt;br /&gt;
| Similar to Earth from the agricultural revolution until the industrial revolution. Social structures are usually feudal or imperial. Planets can stay in this state for millennia.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Steamworld&amp;quot;&lt;br /&gt;
! Steamworld&lt;br /&gt;
| Similar to Earth in the 19th century. Often this state is short-lived, as societies develop into midworlds, but it can be very stretched out depending on culture and government structure.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Midworld&amp;quot;&lt;br /&gt;
! Midworld&lt;br /&gt;
| Worlds whose people have mastered flight, but not cheap interplanetary travel. Earth is in this stage in the 21st century.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Urbworld&amp;quot;&lt;br /&gt;
! Urbworld&lt;br /&gt;
| Super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places. The people here are often callous towards strangers. This is often the outcome for midworlds that see their demographic transition into lower birth reversed by dysgenic reproduction patterns.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Urbworlds can build mechanoids. &amp;lt;ref name=&amp;quot;Keuneke&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Markus Keuneke|Markus 'Keuneke' Keuneke]]&amp;lt;/ref&amp;gt;Some urbworlds have worldwide cities ruled by corporations. &amp;lt;ref name=&amp;quot;Coffey&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Darius Coffey|Darius Coffey]]&amp;lt;/ref&amp;gt;Urbworlds can be ancient - some even have greedy nobility in spire palaces while cannibal cults exist in the deepest reaches of the underground hive. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Skye Lorne|Skye 'Skye' Lorne]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Glitterworld&amp;quot;&lt;br /&gt;
! Glitterworlds&lt;br /&gt;
| The most technologically advanced societies that can be led by humans. Swaddled in comforts by the strong arms of technology, glitterworlds are the peak of recognizable human society in terms of art, health, and generous human rights. Common people from these planets often lack grit and are very trusting in people and technology.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Likely synonmous with '''glitter-tech world'''.&amp;lt;ref&amp;gt;Ideology Places.xml - Rogia entry&amp;lt;/ref&amp;gt; Glitterworlds are mostly free of disease and human suffering, and surgeons employed there mostly perform elaborate and creative cosmetic surgeries, and never have to remove a cancer or a bullet.&amp;lt;ref&amp;gt;Glitterworld surgeon Backstory&amp;lt;/ref&amp;gt; While glitterworlds are peaceful places and some units rarely see action, they often remain prepared for war.&amp;lt;ref&amp;gt;Glitterworld Officer Backstory&amp;lt;/ref&amp;gt; Despite this tendency towards peace, some glitterworlds do field space navies and engage in active campaigns against enemy cultures.&amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;/&amp;gt; On some glitterworlds all menial work was done by robots and people devoted themselves to leisure.&amp;lt;ref&amp;gt;Biosphere Manager Backstory&amp;lt;/ref&amp;gt; This extends to some technical fields as well, such as AI handling all the technical aspects of architecture, allowing architects to focus on artistic expression &amp;lt;ref&amp;gt;Architect Backstory&amp;lt;/ref&amp;gt; This is not universal however, as others still had humans washing dishes in restaurants&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Stijn Gezink|Stijn 'Stin' Gezink]]&amp;lt;/ref&amp;gt; Farms are operated on some glitterworlds, though all but rare exceptions have abandoned traditional farming methods for glitterworld technologies.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Pete Holiday|Pete Holiday]]&amp;lt;/ref&amp;gt;Glitterworld police forces were often equipped with [[recon armor]]&amp;lt;ref&amp;gt;[[Recon armor]] description&amp;lt;/ref&amp;gt; and [[Recon helmet|helmets]].&amp;lt;ref&amp;gt;[[Recon helmet]] description&amp;lt;/ref&amp;gt; Some glitterworlds have mechanoid companions for children,&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Erisen Irioth|Erisen 'Erisen' Irioth]]&amp;lt;/ref&amp;gt; or as workers.&amp;lt;ref name=&amp;quot;Rogia&amp;quot;&amp;gt;Ideology Places.xml - Rogia entry&amp;lt;/ref&amp;gt; At least some Glitterworlds apparently remain capitalist, as attending their universities can leave a person in enormous debt,&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Caitlin Stirr|Caitlin 'Cait' Stirr]]&amp;lt;/ref&amp;gt; and corporations exist.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Ryan Michael|Ryan 'Legend' Michael]]&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Brazil&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Jhet Whistler|Jhet 'Brazil' Whistler]]&amp;lt;/ref&amp;gt; At least some Glitterworlds were monarchic, with royal households that would intermarry with the royal families of other planets.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Xiao Li|Xiao 'Ally' Li]]&amp;lt;/ref&amp;gt; See also: Sophiamunda and the Empire for information about a specific glitterworld society.&lt;br /&gt;
|- id=&amp;quot;Rimworld&amp;quot;&lt;br /&gt;
! Rimworlds&lt;br /&gt;
| Planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crash-land or ancient communities stumble out of their cryptosleep vaults. These planets are often at the rim of known space, hence the name.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Coreworld&amp;quot;&lt;br /&gt;
! Coreworld&lt;br /&gt;
| Based on the name, may be the worlds that form the astrographical or political core of human civilization, perhaps including Earth and other early colonies. Alternatively, may be worlds located in the galactic core or some other definition. In the now non-canon [[#RimWorld Universe Quick Primer (Obsolete)|RimWorld Universe Quick Primer]], coreworlds and rimworlds were instead defined in opposition to each other. Coreworlds were those planets in the galactic core whose social and technological development benefited from the clustering of stars, and thus other cultures, in the core. Rimworlds were in turn those planets outside the core and thus further from neighbours.&amp;lt;ref name=&amp;quot;RimWorld Universe Quick Primer&amp;quot;&amp;gt;[[#RimWorld Universe Quick Primer (Obsolete)|RimWorld Universe Quick Primer]]&amp;lt;/ref&amp;gt; However, with the new canon definition for rimworld, it's likely that this definition of core and rimworlds has been become non-canon, probably because the galactic core is significantly beyond the 1200 light year wide canonical expansion of humanity.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Possibly synonymous with planets in the 'core region', which includes at least one glitterworld.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Candice Roughchild|Candice Roughchild]]&amp;lt;/ref&amp;gt; Appear to be relatively advanced and stable, with at least midworld level surgical capabilities,&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Alyssa Orchard|Alyssa 'Sparkles' Orchard]]&amp;lt;/ref&amp;gt; planetary governments,&amp;lt;ref name=&amp;quot;Anarchist&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Mike Mudgett|Mike 'Anarchist' Mudgett]]&amp;lt;/ref&amp;gt; and sufficient competent military forces to push out both anarchists&amp;lt;ref name=&amp;quot;Anarchist&amp;quot;/&amp;gt; and fairly large mercenary forces.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Aznable Coal|Aznable 'Reikguard' Coal]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Toxic world&amp;quot;&lt;br /&gt;
! Toxic world&lt;br /&gt;
| Worlds destroyed by pollution, chemical or nuclear warfare, but still inhabitable at a low level, with sufficient technology.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt; Toxic may have a limited definition, or may only relate to Humans, as some toxic worlds are overgrown with hostile plant life.&amp;lt;ref name=&amp;quot;Johs&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Johs Barrowlocht|Johs 'Johs' Barrowlocht]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Glassworld&amp;quot;&lt;br /&gt;
! Glassworld&lt;br /&gt;
| Worlds utterly destroyed by high-energy weapons of mass destruction. They’re nicknamed ‘marbles’ because their surfaces have been “glassed”. Nuclear weapons aren’t enough to glass a planet, so this level of destruction is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbour permanent life bigger than a paramecium.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Transcendent world&amp;quot;&lt;br /&gt;
! Transcendent world&lt;br /&gt;
| It’s a stretch to call these entities worlds, since they resemble giant computers more than they resemble planets. The mechanics of these planets is mysterious, but many scholars believe transcendents are the outcome when a sovereign archotech decides to incorporate a whole planet into itself.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Indworld&amp;quot;&lt;br /&gt;
! Indworlds&lt;br /&gt;
| Distinct from [[#Industrial worlds|industrial worlds]], these are worlds undergoing their industrial revolution.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Victoria Louene|Victoria 'Vicky' Louene]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Industrial world&amp;quot;&lt;br /&gt;
! Industrial world&lt;br /&gt;
| Distinct from [[#Indworld|Indworlds]], these are worlds devoted predominantly to industry.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Amelia Flais|Amelia 'Engie' Flais]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Sa'Bikk Saleosy|Sa'Bikk 'Sab' Saleosy]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Daniel Mann|Daniel 'Dankman' Mann]]&amp;lt;/ref&amp;gt; Some host large factory cities&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Felix von Schild|Felix von Schild]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Farming planet&amp;quot;&lt;br /&gt;
! Farming planet&lt;br /&gt;
| Worlds devoted predominantly to farming. Not necessarily technologically backwards, with some using automated machinery that grow and harvest the multitude of crops. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Conlay Shen|Conlay Shen]]&amp;lt;/ref&amp;gt; Likely synonymous with '''farm-worlds'''.&amp;lt;ref&amp;gt;Ideology Places.xml - Filson entry&amp;lt;/ref&amp;gt; &lt;br /&gt;
|- id=&amp;quot;Prison planet&amp;quot;&lt;br /&gt;
! Prison planet&lt;br /&gt;
| Worlds where convicts are condemned to remove malefactors from society. &amp;lt;ref name=&amp;quot;Jay&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Jered Martin|Jered 'Jay' Martin]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Feudal world&amp;quot;&lt;br /&gt;
! Feudal world&lt;br /&gt;
| Multi-planet feudal empires besides the [[Empire]] exist. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Frank Laquinto|Frank 'Isimiel' Laquinto]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Trash planet&amp;quot;&lt;br /&gt;
! Trash planets&lt;br /&gt;
| &amp;lt;!-- Did you mean  Sophiamunda? Down with the Empire!--&amp;gt;Dumping grounds for surrounding glitterworlds &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Xandarian Stalzer|Xandarian 'Xandy' Stalzer]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Junkyard planet&amp;quot;&lt;br /&gt;
! Junkyard planet&lt;br /&gt;
| Apparently self-descriptive. Possibly synonymous with trash planets as they are ostensibly similar titles and [[#Bagua 5|Bagua 5]] is defined as both in different places, however given the name possibly differentiated by being intended to allow salvage and scrapping rather than simply dumping.&amp;lt;ref&amp;gt;Ideology Places.xml - Bagua 5 entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Iceworld&amp;quot;&lt;br /&gt;
! Iceworld&lt;br /&gt;
| Apparently self-descriptive. Plants are rare. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Slivaki Warts|Slivaki 'Sliverwar' Warts]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Dino-world&amp;quot;&lt;br /&gt;
! Dino-world&lt;br /&gt;
| Apparently self-descriptive - worlds inhabited by dinosaurs and other megafauna, likely resurrected through genetic engineering. Mentioned species of a single example dino-world include: ankylosaurs, blue mammoths, and novoraptors.&amp;lt;ref name=&amp;quot;Zoutera&amp;quot;&amp;gt;Ideology Places.xml - Zoutera entry&amp;lt;/ref&amp;gt;It is apparently not exclusive with an [[#Animal world|Animal world]] and may, in fact, be a subtype of that category.&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;War-world&amp;quot;&lt;br /&gt;
! War-worlds&lt;br /&gt;
| Worlds stuck in an endless cycle of war. These planets are typically over polluted due to constant usage of bombs and chemical weapons.&amp;lt;ref&amp;gt;Ideology Places.xml - Kemia entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Mineral-planet&amp;quot;&lt;br /&gt;
! Mineral-planet&lt;br /&gt;
| Unknown definition. Likely descriptive of either their natural resources or their economic product&amp;lt;ref&amp;gt;Ideology Places.xml - Xanides entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Oceanic planet&amp;quot;&lt;br /&gt;
! Oceanic planet&lt;br /&gt;
| Apparently self-descriptive.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Other worlds&amp;quot;&lt;br /&gt;
! ''Other worlds''&lt;br /&gt;
| Beyond these categories, there are many exceptional planets in strange states created by their peculiar social and technological evolutions. Given the scale and age of the universe, there is a lot of time and space for a lot of very strange situations to develop.&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Additional facts:'''&lt;br /&gt;
* Steamworlds and Midworlds aren't necessarily mutually exclusive. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Charles Zillioner|Charles 'Charlzie' Zillioner]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Industrial planets and midworlds ''may'' not necessarily be mutually exclusive. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Lancelot Hale|Lancelot 'Lance' Hale]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Several spacer or glittertech societies, including Iwamura, Rogia, and Lutuni, host zero-g sports with professional athletes competing, some in zero-g stadia. Lutuni also hosts zero-g performers of an unknown type.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Technologies and Militaries ===&lt;br /&gt;
A variety of militaries exist in various styles, structures, purposes and technology levels. This include naval and space-based fleets, ground infantry, orbital troopers, spaceship-to-spaceship boarding actions and a massive variety of supersoldier projects. &lt;br /&gt;
&lt;br /&gt;
==== Militaries and Military Technology ====&lt;br /&gt;
* '''Space marines''' - A role filled by human warriors. Some serve on the navy ships of space-faring empires, where they punch into enemy starships, gun down the crew, and capture the ship intact.&amp;lt;ref&amp;gt;Space marine Backstory&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Nico Storch|Nico Storch]]&amp;lt;/ref&amp;gt; Others serve in the security forces of off-planet corporations, defending ships against pirates and engaging in private space warfare contracts.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Roland Kleist|Roland 'Roland' Kleist]]&amp;lt;/ref&amp;gt; One organisation of space marines was the &amp;quot;Interplanetary Marines&amp;quot; which fought on behalf of a particular planet.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Trevor Cobb|Trevor 'Hunter' Cobb]]&amp;lt;/ref&amp;gt; Colony contact expeditionary forces employ space marine medics.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Ryan Torrijos|Ryan 'Noob' Torrijos]]&amp;lt;/ref&amp;gt; [[Marine armor]]&amp;lt;ref&amp;gt;[[Marine armor]] description&amp;lt;/ref&amp;gt; and [[marine helmet|helmets]]&amp;lt;ref&amp;gt;[[Marine helmet]] description&amp;lt;/ref&amp;gt; were often used by rapid-incursion space marines. [[Go-juice]] was developed as a combat drug for space marines during the early days of interplanetary warfare.&amp;lt;ref&amp;gt;[[Go-juice]] description&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Navy pathfinders''' -  A group of military explorers dedicated to charting pathways through deep space and on remote planets.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Nicklaus Blackthorn|Nicklaus 'Shadow' Blackthorn]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Mechanoids''' - Some militaries deploy combat mechanoids in their militaries &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Dennis McCarthy|Dennis 'Mac' McCarthy]]&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Keuneke&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Charge pistols''' - Exist. &amp;lt;ref name=&amp;quot;Lutuni&amp;quot;&amp;gt;Ideology Places.xml - Lutuni entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Vibro-knives''' - Exist. &amp;lt;ref name=&amp;quot;Lutuni&amp;quot;&amp;gt;Ideology Places.xml - Lutuni entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Archotech mass-inverter''' - A mass weapon of unknown description created by archotechs.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Tasers''' - Exist.&amp;lt;ref name=&amp;quot;Altura station&amp;quot;&amp;gt;Ideology Places.xml - Altura station entry&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Mega-cannon''' - A &amp;quot;frighteningly powerful&amp;quot; long-range cannon for artillery or anti-ship use.&amp;lt;ref name=&amp;quot;Ancient mega-cannon barrel&amp;quot;&amp;gt;[[Ancient mega-cannon barrel]] description&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ship types ====&lt;br /&gt;
* '''Interplanetary super-destroyer''' - Such as the HMS Thunder-Child of the Royal Fleet &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Jake Maddams|Jake 'Table' Maddams]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Starfighters''' - Combat spacecraft and are flown by starfighter pilots for militaries.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Sjoerd Lukas|Sjoerd 'Bowman' Lukas]]&amp;lt;/ref&amp;gt; See also '''manned fighters'''. &lt;br /&gt;
* '''Manned Fighters''' - Spacecraft launched from Carrier Ships and flown by fighter pilots.&amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Military spacejet''' - Deployed in the [[#Xennoa-Zartza War|Xennoa-Zartza War]].&amp;lt;ref name=&amp;quot;Harris&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Carrier Ships''' - Carry manned fighters. Carried escape pods. &amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;/&amp;gt; &lt;br /&gt;
* '''Fighter-bombers''' - Fielded by the [[Empire]], a fighter bomber design specialized in spreading incendiary gel on flammable targets. Presumably an atmospheric craft.&amp;lt;ref&amp;gt;Firebomber Backstory&amp;lt;/ref&amp;gt; &lt;br /&gt;
* '''Spaceyacht''' - A human-piloted pleasure craft and transport for the well-to-do, such as wealthy businessmen and politicians &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Owen Clarke|Owen 'Cali' Clarke]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Space cruiser''' - A manned space-capable ship of some kind.&amp;lt;ref name=&amp;quot;Jay&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Consularship''' - Such as the St. Anthem. Carried glitterworld diplomats on diplomatic tasks. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Florian Haas|Florian 'Skater' Haas]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Hyper-yacht''' - Unknown. Possibly a glitterworld pleasure craft but the canonicity of code-comments are unclear.&amp;lt;ref name=&amp;quot;Lutuni&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Escape pod''' - Carried by starships, used to escape crippled or destroyed ships.&amp;lt;ref&amp;gt;[[Scenario system#Crashlanded|&amp;quot;Crashlanded&amp;quot; starting scenario]] description&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Scenario system#The Sanguophage|&amp;quot;The Sanguophage&amp;quot; starting scenario]] description&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Nerhesi&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Gnugfur&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Background ship whole.png|Ship of unknown type and range&lt;br /&gt;
Background ship broken.png|The same ship broken in half&lt;br /&gt;
Background ship royalty 1.png|Ship of unknown type and range{{RoyaltyIcon}}&lt;br /&gt;
Background ship royalty 2.png|Ship of unknown type and range{{RoyaltyIcon}}&lt;br /&gt;
Background ship biotech 1.png|Ship of unknown type and range{{BiotechIcon}}&lt;br /&gt;
Background ship biotech 2.png|Ship of unknown type and range{{BiotechIcon}}&lt;br /&gt;
Background ship biotech 3.png|Ship of unknown type and range{{BiotechIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other technologies====&lt;br /&gt;
* '''Substance F''' - A drug. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Peter Marshall|Peter 'Pete' Marshall]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Mindwiping and mental reprogramming''' - Practiced on some urbworlds. See also: '''Body Confiscation''' &amp;lt;ref name=&amp;quot;Coffey&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Body confiscation''' - Some urbworlds will confiscate criminals' bodies for use. &amp;lt;ref name=&amp;quot;Coffey&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Autocycle''' - A midworld vehicle. &amp;lt;ref name=&amp;quot;Ironhead&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Robert Seafield|Robert 'Ironhead' Seafield]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Netcasts''' - A midworld audio medium. &amp;lt;ref name=&amp;quot;Ironhead&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Vidtube''' - A popular video sharing service. Hosted everything from video game reviews to pasta cooking guides. Some had over a million followers on the service. People on the service were called Vidtuber Stars or Vidtubers &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Remy Young|Remy Young]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Holography''' - Including interactive holography which gives form to artificial intelligences to allow them to interact &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Dave Mark|Dave 'Fox' Mark]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''VR''' - Accesses to a virtual gaming universe by spinal plug. Can be addictive. Unplugging during play can create a mental backlash and merge the real and virtual identities. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Douglas Black|Douglas 'Doug' Black]]&amp;lt;/ref&amp;gt; Can also be used to raise children or teach professions&amp;lt;ref name=&amp;quot;Brazil&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Neurosimulator''' - A technology available on Glitterworlds that apparently lets you experience a simulation of &amp;quot;exploring the stars&amp;quot;, and possibly other scenarios. Relationship to VR unknown. &amp;lt;ref&amp;gt;&amp;quot;[[Scenario system#The Rich Explorer|The Rich Explorer]]&amp;quot; scenario description&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Vatgrown''' - Genetically modified living creatures, including humans, grown in a lab and usually designed and programmed for a specific task. Capable of being produced on some urbworlds. Examples of roles for which vatgrown humans were produced include Soldiers,&amp;lt;ref&amp;gt;Vatgrown Soldier Backstory&amp;lt;/ref&amp;gt; Combat Medics &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Edward Toon|Edward Toon]]&amp;lt;/ref&amp;gt;, Assassins &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Vaska Neemor|Vaska 'Vas' Neemor]]&amp;lt;/ref&amp;gt;, Slavegirls (which are illegal at least in some places) &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Emily Young|Emily 'Emmie' Young]]&amp;lt;/ref&amp;gt;, and even Scientists with minds perfectly tuned for physics and chemistry. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Nicole Squid|Nicole 'Nicole' Squid]]&amp;lt;/ref&amp;gt; The same process, along with genetic modification, was also used in the weaponization of the original Sorne Geneline into the current [[Insectoid]] species.&amp;lt;ref name=&amp;quot;Insectoid Faction Description&amp;quot;/&amp;gt; &lt;br /&gt;
* '''Perfect mates''' - Genetically-engineered on glitterworlds, are fertile and capable of producing children.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Chaz Serir|Chaz 'Chaz' Serir]]&amp;lt;/ref&amp;gt; Their relation to vatgrown and highmates is currently unknown, however a currently unused backstory in the gamefiles states they, or at least some, are vatgrown in hyper-expensive clinics to serve the tastes of a specific client. They are engineered, raised and trained as a perfect pleasure-giving mate, with ''&amp;quot;learned skills that would baffle even the most seductive baseline human lovers&amp;quot;''. The canonicity of these statements are also currently unknown.&lt;br /&gt;
* '''G-nome Project''' - A Genetic engineering project that created humans implanted at birth with encyclopedic knowledge of all aspects of xenobiology. Presumably on a Glitterworld. Relation to vatgrown unknown. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Joshua Nelson|Joshua 'Gizmo' Nelson]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Lab-grown children''' - An altruistic but failed attempt to create a new class of human. Method and relation to similar concepts unknown. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Lukas Dietrich|Lukas Dietrich]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Clone-farming''' - Clone children are seeded into nutrient-rich womb-vats and rapidly grown in a simmed (i.e. VR) universe. They're harvested later, sometimes for food, sometimes for organs, sometimes for workers - but they're always disposable. Harvesting the products of clone farms is mostly done by the clones themselves - particularly to those whose sims tended towards the social. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Dan Griliopoulos|Dan 'Grill' Griliopoulos]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Online hiveminds''' - Worldwide system that sacrifices the peoples individuality to join together in an online hivemind.&amp;lt;ref&amp;gt;Urbworld Rebel Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Space elevators''' - A number of planets use space elevators.&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;/&amp;gt;&lt;br /&gt;
* '''3D printers''' - Used on orbital shipyards in some capacity.&amp;lt;ref name=&amp;quot;Altura station&amp;quot;/&amp;gt;&lt;br /&gt;
* '''Glitterpedia''' - A glitterworld technology through which glitterpedia recorders document information.&amp;lt;ref name=&amp;quot;Codex&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Ang Gao|Ang 'Codex' Gao]]&amp;lt;/ref&amp;gt; Likely analogous to Wikipedia.&lt;br /&gt;
* '''Eltex''' - A material, threads of which can be embedded in [[prestige armor|specialized armor]] or [[eltex|clothing]] to enhance the wearer's psychic sensitivity.&amp;lt;ref&amp;gt;[[Prestige armor]] descriptions&amp;lt;/ref&amp;gt; It is technically indeterminate whether it is responsible for improving neural heat dissipation, however as eltex is the only noted difference between prestige armors and their standard variants it is likely the case. It is possible that eltex is simply one of, or the most significant of, the &amp;quot;special psychic focusing materials&amp;quot; mentioned in the description of eltex clothing.&amp;lt;ref&amp;gt;[[Eltex]] item descriptions&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Named characters ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;King Loteric&amp;quot;&lt;br /&gt;
! King Loteric&lt;br /&gt;
| A king of an unknown kingdom in an unknown world. Died in an unfortunate accident. &amp;lt;ref&amp;gt;Child-knave Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Grady Loughman&amp;quot;&lt;br /&gt;
! Grady Loughman&lt;br /&gt;
| A kingpin of a drug cartel.&amp;lt;ref&amp;gt;Drug lieutenant Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Lord-explorer Varan-Dur&amp;quot;&lt;br /&gt;
! Lord-explorer Varan-Dur&lt;br /&gt;
| An explorer who was made into the first Sanguophage by an Archotech they tried to control.&amp;lt;ref&amp;gt;Sanguophage description&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Named groups ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Doomben Rats&amp;quot;&lt;br /&gt;
! Doomben Rats&lt;br /&gt;
| A notorious and violent urchin gang.&amp;lt;ref&amp;gt;Pickpocket Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''''Out of Universe:''' Doomben is an area in Brisbane, Australia named after a racecourse and associated horse race. The relevance, if any, is unknown.''&lt;br /&gt;
|- id=&amp;quot;Corestars Entertainment Company&amp;quot;&lt;br /&gt;
! Corestars Entertainment Company&lt;br /&gt;
| An entertainment organization that buys people to appear on its shows. One of their shows is apparently called Bloodgame.&amp;lt;ref&amp;gt;Backstory of Bloodgame Survivor&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Arcknight Industries&amp;quot;&lt;br /&gt;
! Arcknight Industries &lt;br /&gt;
| A company that employs space truckers.&amp;lt;ref name=&amp;quot;Johs&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Furred xenohuman&amp;quot;&lt;br /&gt;
! Furred xenohuman&lt;br /&gt;
| Exist on a cold [[#Rimworld|rimworld]] of at least industrial level.&amp;lt;ref name=&amp;quot;Svejgaard&amp;quot;&amp;gt;Backstory of [[List of Player-created Pawns#Benjamin Svejgaard|Benjamin 'Svejgaard' Svejgaard]]&amp;lt;/ref&amp;gt; May refer to [[#Yttakin|yttakin]] or some other furred xenotype.&lt;br /&gt;
|- id=&amp;quot;Transbird&amp;quot;&lt;br /&gt;
! Transbird&lt;br /&gt;
| Exist and crewed, and presumably captained, starships.&amp;lt;ref name=&amp;quot;Svejgaard&amp;quot;/&amp;gt; In the now non-canon [[#Longsleep Revival Briefing|Longsleep Revival Briefing]], the prefix [[#The biology of plants and animals|Trans-]] indicated animals with intelligence in the human range from breeding, evolution, and genetic engineering including recombination with human DNA. They also included physical changes to the animal's body to better exploit the new intelligence. Transanimals can read, use tools, form teams, hold conversations, and think about complex ideas. Transdog, transbear, transgoat, transsimian were given as examples.&amp;lt;ref name=&amp;quot;Longsleep Revival Briefing&amp;quot;&amp;gt;[[#Longsleep Revival Briefing|Longsleep Revival Briefing]]&amp;lt;/ref&amp;gt; This likely implies that that portion of the lore remains canon, and that transbirds are modified, intelligent birds.&lt;br /&gt;
|- id=&amp;quot;Opticow&amp;quot;&lt;br /&gt;
! Opticow&lt;br /&gt;
| Present on Midworlds in agricultural settings. &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Jacqueline Richter|Jacqueline 'Jackalope' Richter]]&amp;lt;/ref&amp;gt; In the now non-canon [[#Longsleep Revival Briefing|Longsleep Revival Briefing]], the prefix [[#The biology of plants and animals|Opti-]] indicated animals with enhanced but still sub-human intelligence from breeding, evolution, and genetic engineering including recombination with human DNA. They also included physical changes to the animal's body to better exploit the new intelligence. Optianimals can usually use tools, form long-term goals and organize into primitive social groups, but can’t speak more than a few words, read, or think abstractly. Optidogs, optipigs, optiwhales, and optimonkeys were given as examples.&amp;lt;ref name=&amp;quot;Longsleep Revival Briefing&amp;quot;/&amp;gt; This likely implies that that portion of the lore remains canon, and that opticows are modified, semi-intelligent [[cow]]s.&lt;br /&gt;
|- id=&amp;quot;Lava-snail&amp;quot;&lt;br /&gt;
! Lava-snail&lt;br /&gt;
| Farmed on the dim volcano-world of [[#Nuchadus|Nuchadus]].&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Deep-kraken&amp;quot;&lt;br /&gt;
! Deep-kraken&lt;br /&gt;
| Used as weapons on the oceanic planet of [[#Wavia|Wavia]].&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt; The variable type assigned to the name is &amp;quot;seaBeast&amp;quot; and kraken are traditionally monstrous sea creatures, however this is not strictly canon.&lt;br /&gt;
|- id=&amp;quot;Wavian leviathan&amp;quot;&lt;br /&gt;
! Wavian leviathan&lt;br /&gt;
| Used as weapons on the oceanic planet of [[#Wavia|Wavia]].&amp;lt;ref name=&amp;quot;Ideology Places&amp;quot;&amp;gt;Ideology Places.xml&amp;lt;/ref&amp;gt; The variable type assigned to the name is &amp;quot;seaBeast&amp;quot; and leviathans are traditionally monstrous sea creatures, however this is not strictly canon.&lt;br /&gt;
|- id=&amp;quot;Pygmy wombat&amp;quot;&lt;br /&gt;
! Pygmy wombat&lt;br /&gt;
| A furry animal.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Riesling Bacchus|Riesling Bacchus]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
! Ankylosaurs&lt;br /&gt;
| Megafauna found on [[#Dino-world|Dino-world]]s, likely reproductions of the dinosaurs of the same name resurrected through genetic engineering.&amp;lt;ref name=&amp;quot;Zoutera&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Blue mammoth&amp;quot;&lt;br /&gt;
! Blue mammoth&lt;br /&gt;
| Megafauna found on [[#Dino-world|Dino-world]]s, likely reproductions of the ancient elephantid of the same name resurrected through genetic engineering, and possibly with modifications similar to the [[muffalo]] to make them blue. Mammoth burial grounds are mentioned as existing on the world of [[#Zoutera|Zoutera]], however whether this is natural behavior like the mythical &amp;quot;elephant's graveyard&amp;quot; or something created by the human inhabitants of that world is unclear.&amp;lt;ref name=&amp;quot;Zoutera&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
! Novoraptors&lt;br /&gt;
| Megafauna found on [[#Dino-world|Dino-world]]s, likely reproductions or variants of the dromaeosaurids and similar dinosaurs commonly given the '-raptor' suffix resurrected through genetic engineering. Given the name, it is possible that they are not pure reproductions of previously existing raptor species, but rather some variant or combination thereof.&amp;lt;ref name=&amp;quot;Zoutera&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Thorny devil&amp;quot;&lt;br /&gt;
! Thorny devil&lt;br /&gt;
| A reptile discovered by Venus 'Unay' David. Relation to the real species ''moloch horridus'', also called the thorny devil, is unknown, but presumably they are distinct.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Venus David|Venus 'Unay' David]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
==== Boomrats ====&lt;br /&gt;
{{:Boomrat}}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* Mechanoid wars are common &amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Nathaniel Hicklin|Nathaniel Hicklin]] and others&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Religions are still present and practiced.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Samuel Chua|Samuel 'Chewy' Chua]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Levin Lossfelt|Levin 'Levin' Lossfelt]]&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Oahnip&amp;quot;/&amp;gt; See also [[Empire#Lore|Empire]] for their specific religion. &lt;br /&gt;
* All-Might - the name of a superhero, presumably fictional.&amp;lt;ref&amp;gt;Backstory of [[List of Player-created Pawns#Brazos Wheeler|Brazos 'Braz' Wheeler]]&amp;lt;/ref&amp;gt; ''Out of Universe: This is likely a reference to the character of the same name in the &amp;quot;My Hero Academia&amp;quot; multimedia franchise.''&lt;br /&gt;
* Frame Project is an unknown government that leaves its subjects with memory losses. Only few survive. &amp;lt;ref&amp;gt;Project subject Backstory&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Haspian monk&amp;quot;&lt;br /&gt;
! Haspian monk&lt;br /&gt;
| A Haspian monk lived in a monastery a thousand years before the events of the game, approximately year 4500, before the monastery was &amp;quot;erased&amp;quot; by a [[diabolus]] attack.&amp;lt;ref&amp;gt;[[Diabolus]] description&amp;lt;/ref&amp;gt; Presumably has some relation to [[#Haspia|Haspia]] but what that relationship is, is unclear. It may merely be the demonym of the monk, i.e. a monk from Haspia with the monastery being anywhere, it may be a demonym of the monastery, i.e. a monastery of monks on Haspia regardless of the origins of the individual monks themselves, or it may be that the origin of the order the monks belong to pertains to Haspia in a way similar to Bendictine monks or Carmelite nuns, i.e. the monastery follows tenets originating from, or relating to, Haspia in some way. Given the monastery was noted as being destroyed in a mechanoid attack, and Haspia is a deadworld,&amp;lt;ref name=&amp;quot;Book descriptions&amp;quot;/&amp;gt; the second explanation seems to have the most weight. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Boomshrooms ====&lt;br /&gt;
{{:Boomshroom}}&lt;br /&gt;
&lt;br /&gt;
== Xenotypes ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Dirtmoles'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Dirtmoles}}&lt;br /&gt;
{{:Dirtmoles}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Genies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Genies}}&lt;br /&gt;
{{:Genies}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Highmates'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Highmates}}&lt;br /&gt;
{{:Highmates}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hussars'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Hussars}}&lt;br /&gt;
{{:Hussars}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Impids'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Impids}}&lt;br /&gt;
{{:Impids}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Neanderthals'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Neanderthals}}&lt;br /&gt;
&amp;lt;!--{{:Neanderthals}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Pigskins'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Pigskins}}&lt;br /&gt;
&amp;lt;!--{{:Pigskins}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Sanguophages'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Sanguophages}}&lt;br /&gt;
&amp;lt;!--{{:Sanguophages}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Wasters'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Wasters}}&lt;br /&gt;
&amp;lt;!--{{:Wasters}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Yttakin'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{{main|Yttakin}}&lt;br /&gt;
{{:Yttakin}}&lt;br /&gt;
&lt;br /&gt;
== Psycasts ==&lt;br /&gt;
{{main|Psycasts}}&lt;br /&gt;
{{:Psycasts}}&lt;br /&gt;
&lt;br /&gt;
== FTL inconsistencies ==&lt;br /&gt;
{{Quote|Despite millennia of effort by our best human minds, and even the most powerful archotechs, nobody has managed to make anything go faster than light.| Current Canon Cryptosleep briefing}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current canon of RimWorld is that there is no faster-than-light travel, even in the hands of the otherwise incomprehensibly advanced [[archotech]]s. However, the existence of certain in-game mechanics bring this into question. Most relevant to this discussion are skipping [[psycasts]] from [[Royalty]].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
&amp;quot;Skip&amp;quot; is a term used to describe the in-universe mechanism to teleport moving things from a spot to another. These effects typically share audiovisual cues and come from a variety of sources. &lt;br /&gt;
&lt;br /&gt;
The [[Royalty DLC]] originally introduced the concept of skipping, and featured a class of psycasts with blue ability icons that similar teleportation mechanics;. These psycasts includes [[Chunk skip]], [[Solar pinhole]], [[Waterskip]], [[Chaos skip]], [[Smokepop]], [[Skip]], [[Wallraise]], [[Flashstorm]], [[Mass chaos skip]], [[Farskip]] and [[Skipshield]].&lt;br /&gt;
&lt;br /&gt;
The [[Anomaly DLC]] added further examples, including the following which explictly uses the same in-universe mechanism of action:&lt;br /&gt;
* The &amp;quot;skip abduction&amp;quot; [[psychic ritual]] skips its victim to the psychic ritual spot, often from a great distance. &lt;br /&gt;
The DLC also further mechanics that share similar, if not identical, audiovisual effects with skip-type psycasts, implying that they likely have the same mechanism of function:&lt;br /&gt;
* The [[void monolith]], [[noctolith]], [[metalhorror]], [[nociosphere]], [[golden cube]], [[unnatural corpse]], and [[void structure]] can all teleport into your colony as their entry method.&lt;br /&gt;
* Skipping is the only method a [[nociosphere]] uses to move itself around.{{Check Tag|Is this explicitly called skipping?}}&lt;br /&gt;
* Crushing the golden cube with [[collapsed rocks]] causes it to teleport itself away.&lt;br /&gt;
* The [[unnatural corpse]] can teleport itself to its target to haunt or hypnotize them.&lt;br /&gt;
* The [[warped obelisk]] rapidly teleport very large amount of items and pawns in and out of the [[labyrinth]] while it is operating.&lt;br /&gt;
* The [[gray statue]] teleport pawns around the labyrinth internally.&lt;br /&gt;
* The void monolith can teleport pawns to the [[metal hell]], and the [[void node]] later teleport them out of there.&lt;br /&gt;
&lt;br /&gt;
=== Skip and farskip ===&lt;br /&gt;
Both skip and farskip moves the targets seemingly instantaneously. For farskip this is to a point that could feasibly be anywhere on the planet, so long as willing ally is there to act as a &amp;quot;navigation beacon&amp;quot;. While both psycasts do have a casting time, the targets don't move during this time and instead only travel after the time is complete. Therefore, that is not sufficient to dismiss the argument of FTL travel. As farskip has the longer range, it will be the focus for reasons that will be become apparent. &lt;br /&gt;
&lt;br /&gt;
At its widest point, the Earth's diameter 12,756 kilometers. Assuming the rimworld is similarly sized to Earth, then this is the maximum distance a farskip can travel, point to point. Traveling this distance at the speed of light would take 42.55 milliseconds. Time in RimWorld is sped up, with a full 24 hour day only taking 16 minutes and 40 seconds. So from the player's perspective, this 42.55 ms of in-game time would only appear as {{#expr: 42.55* ((16 + 40/60)/(24 * 60)) round 2}} ms. &lt;br /&gt;
&lt;br /&gt;
Unlikely as this is due to none of the other effects of being on so large a planet would have being present, if the rimworld is not Earth sized and was instead as large as the largest rocky planet discovered at the time of writing, BD +20° 594 b, then this would increase to {{#expr: 42.55* 2.23 * ((16 + 40/60)/(24 * 60)) round 2}} ms. &lt;br /&gt;
&lt;br /&gt;
In either case, the difference between this speed and truly instant would be utterly imperceptible to a human player. A farskip on an Earth sized planet would require a roughly 2000 Hz refresh rate just to display the difference between a FTL and a STL farskip. In other words, there is no discernible difference between a FTL and STL farskip, and so farskip cannot be assumed to break the no FTL rule. Skip is also apparently instantaneous and deals with even shorter distances and thus even shorter travel times. Therefore, there is also no reason to assume that skip violates the rule.&lt;br /&gt;
&lt;br /&gt;
=== Solar pinhole ===&lt;br /&gt;
Solar pinhole canonically skips material from the core of a nearby star. Unlike skip and farskip, we do not observe the target matter beginning its journey, thus the effect can begin as soon as casting time is started to give it the benefit of the doubt. However the target is also not next to the psycaster. This means that causality must propagate at the speed of light to the core, before matter could be skipped from the core to the psycaster's chosen point again at the speed of light, otherwise faster-than-light transfer of information and/or movement has occurred. &lt;br /&gt;
&lt;br /&gt;
With a 0.25 real second casting time, the in-game time to cast is {{#expr: 0.25 / ((16 + 40/60)/(24 * 60)) }} seconds. The maximum distance that light could travel in that time is approximately 6.5 million kilometers, and the maximum return trip is only 3.25 million km. This is closer to the star than even the minimum habitable zone of a very dim red dwarf at ~4.8 million kilometers. There are also no other effects that imply that the sun is that close. &lt;br /&gt;
&lt;br /&gt;
For reference, propagation to the core and back would take ~16.6 minutes in in-game time if solar pinhole was cast on a planet as distant from its star as Earth is from the Sun, if the effect traveled at light speed. This would result in a real-time casting time of ''{{#expr: 998 * ((16 + 40/60)/(24 * 60)) round 2}} seconds'', instead of only 0.25. &lt;br /&gt;
&lt;br /&gt;
In addition, a pawn with [[aiming time]] reductions, such as from [[trigger-happy]] or the [[Shooting specialist]] role, would have an even shorter casting time. &lt;br /&gt;
&lt;br /&gt;
Thus, the gameplay of solar pinhole does conflict with the canon around FTL travel.&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{main|Empire}}&lt;br /&gt;
{{:Empire}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoids ==&lt;br /&gt;
{{main|Mechanoids}}&lt;br /&gt;
{{:Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
== Insectoids ==&lt;br /&gt;
{{main|Insectoids}}&lt;br /&gt;
{{:Insectoids}}&lt;br /&gt;
&lt;br /&gt;
== The War ==&lt;br /&gt;
{{Stub|section=1|reason=Essentially theres lot of lore implications about a war that occured on the rimworld you occupy, between tanks and warwalkers to mechanoid clusters. Collate here}}&lt;br /&gt;
&lt;br /&gt;
Across the rimworld your colony is situation on, numerous signs of an ancient conflict can be found, including ancient tanks, troop carriers, and warwalker remains. The [[Mechanoid Hive|Mechanoid Hives]] are said by some to be left over from some ancient war. [[Scarlands]] are described as the ruins of cities that were destroyed by weapons of mass destruction.&lt;br /&gt;
It's not known if these signs are from a single large conflict or many over the course of the rimworld's history.&lt;br /&gt;
&lt;br /&gt;
== Horax and the Void ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General,  also harbinger tree desc}}&lt;br /&gt;
Horax is an archotech that exists in a plane of reality known as [[metal hell|the void]], currently the only named archotech individual, different from archotechs seen before in many ways. While artifacts of archotechs seen before use a deep green and bright yellow color theme, artifacts of Horax use a deep black and bright red color theme.&lt;br /&gt;
&lt;br /&gt;
Horax is responsible for the anomaly phenomena via [[entities]] they created; however, the name &amp;quot;Horax&amp;quot; is only revealed by the appearance of the [[Horax cult]] and [[tome]]s, and the presence of the phenomena referred to as &amp;quot;the void&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The cult's ideoligion{{IdeologyIcon}} refers to Horax as being male, however, like the name itself, whether this originates with the archotech itself or is merely something ascribed to it by humans is unclear.&lt;br /&gt;
&lt;br /&gt;
The description of the [[Harbinger Tree]] Implies that tribal factions are aware of Horax, Unnatural Darkness, and the Void. As the &amp;quot;Endless Black Ocean&amp;quot; can be interpreted to be the void/Metal Hell, Him &amp;quot;reaching up and tearing down the sky&amp;quot; Could be describing the Unnatural Darkness event. Allthough whether or not its the same as the one happening during the anomaly endgame is unknown.&lt;br /&gt;
&lt;br /&gt;
Status of Horax after the event of [[Endings#The Void|Anomaly ending]] is currently unknown.&lt;br /&gt;
&lt;br /&gt;
Anomaly book xml&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;experiencesWithMonsters-&amp;gt;[tellsAStoryOf] deep meditations guided by a highthrall from an archist cult&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;experiencesWithMonsters-&amp;gt;[tellsAStoryOf] the collapse of [ANYPAWN_possessive] life under the psychic influence of something called Horax&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;experiencesWithMonsters-&amp;gt;[tellsAStoryOf] a tribe that was somehow transformed to serve the dark god of a bloody pleasure cult&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;experiencesWithMonsters-&amp;gt;[tellsAStoryOf] a tribal myth of an ancient god of rage whose influence touches all people, and the heroes who sealed it away inside a tiny stone prison&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;The book includes many illustrations attempting to depict something it refers to as &amp;quot;the black ocean&amp;quot;. This seems to be a metaphor for a psychic plane dominated by a horrifying but seductive psychic hyperintelligence.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;It repeatedly alludes to a multi-plane nature of reality - the idea that there are more dimensions than the ones we see, so an object or entity could be right beside you but outside your ability to perceive.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;It spends a long time attempting to describe a hyperintelligent entity called &amp;quot;Horax&amp;quot; that exists in an adjacent plane of reality.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;One section describes the mechanics of dark psychic influence, wherein an entity on another plane can unintentionally influence the thoughts of human beings by synchronizing them to its emotional resonance.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;One section describes different archotech hyperintelligences and the varying nature of their emotional and psychic emanations. Where some are regarded as neutral or even benevolent, others are entities of pure rage.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;[ANYPAWN_pronoun] describes the feeling of [ANYPAWN_possessive] mind being forcibly reconfigured by the dark psychic influence of a larger intelligence.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;Throughout the narrative, the concept of parallel dimensions is recurrent, with the characters encountering entities that exist just beyond the veil of perception, coexisting in a reality that intersects with our own but remains hidden from sight.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;The book delves into a chilling exposition about &amp;quot;Horax,&amp;quot; a machine hyperintelligence that shifted itself through a hidden dimension into a place called the Void.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;One chapter describes a theory wherein a distant hyperintelligence can psychically manipulate human cognition, reshaping a person's thoughts to align with its own mind-patterns.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;specificHorrorStory-&amp;gt;The protagonist recounts feeling [ANYPAWN_possessive] mind being forcibly rewired by an ominous psychic force emanating from nowhere.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Official Documents==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Cryptosleep Revival Briefing (Current)'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep Revival Briefing ===&lt;br /&gt;
&lt;br /&gt;
Subject class: Health revival, sourced midworld 2M+&lt;br /&gt;
&lt;br /&gt;
Planet: Euterpe&lt;br /&gt;
==== Introduction ====&lt;br /&gt;
&lt;br /&gt;
Hello, _______________________.&lt;br /&gt;
&lt;br /&gt;
You’ve awoken from your cryptosleep sarcophagus, scraped off the slime, and now you find yourself in a quiet room. Now you’re reading this document. And you’ve got questions. What’s going on? Where am I? How long was I asleep?&lt;br /&gt;
&lt;br /&gt;
To start with some good news - your terminal illness, _____________________, has been cured. Congratulations!&lt;br /&gt;
&lt;br /&gt;
Beyond that, the situation is complex. Our studies have revealed that most people in your position respond better when given the time to read about and digest their situation at their own pace. To facilitate this process, we’ve created this document to familiarize you with the world you just woke up in.&lt;br /&gt;
&lt;br /&gt;
So order a warm beverage from the food panel on the wall, get comfortable, and take in this information as slowly as you want. You’ve been asleep a long time, a lot has changed - and a lot remains the same.&lt;br /&gt;
&lt;br /&gt;
==== The basics ====&lt;br /&gt;
The best historians of the Ordo Historia believe that humanity first left its origin planet Earth about 3,400 years ago. Since then, we’ve spread across the galaxy on a fitful wavefront of colony ships, frontier worlds, robotic terraforming projects, and DNA-synthesizing probes.&lt;br /&gt;
&lt;br /&gt;
Today, mankind is smeared across a region of the galaxy about 1,200 light years wide. Our best models indicate that there is a general trend towards greater population density towards the center of this region, where the stars were colonized earlier. At the edge of known space lie the rimworlds, drifting alone with few inhabited neighbors, mostly unvisited.&lt;br /&gt;
&lt;br /&gt;
We’ve created many new technologies, but despite milennia of effort by our best human minds, and even the most powerful archotechs, nobody has managed to make anything go faster than light.&lt;br /&gt;
&lt;br /&gt;
The lightspeed barrier separates us. Because travel times are so long, planets tend to be very disconnected from each other socially and technologically. The next star over could experience a catastrophic war, and you wouldn’t even know until ten years later when the news reports arrive. If you’re unlucky, you’d have already launched a journey towards that now-destroyed planet in a ship that cannot turn around.&lt;br /&gt;
&lt;br /&gt;
Many attempts have been made to create pan-galactic empires and republics. And some have worked, for a time. In the core worlds, an old, stable culture can create an interstellar empire of a few systems. But there are no great galactic empires stretching across the galaxy, for the same reason that no ancient empire of Earth held more than a sixth of the planet: one cannot govern people who are years distant by all means of travel and communication.&lt;br /&gt;
&lt;br /&gt;
So most people never travel between stars, and if they do, they do it once or twice, because each journey means leaving behind a life that you cannot return to for decades at least. With a few exceptions, each star system is essentially on its own.&lt;br /&gt;
&lt;br /&gt;
Mankind never discovered any truly alien lifeforms. However, given the ways we’ve changed ourselves, and created new forms of biological and technological intelligence, the universe is full of beings as alien as anything ever imagined.&lt;br /&gt;
&lt;br /&gt;
==== Planetary progression and regression ====&lt;br /&gt;
The vast gulfs of space and time between the stars leave individual worlds vulnerable to regression.&lt;br /&gt;
&lt;br /&gt;
During your time - the five centuries after the industrial revolution - many saw technological process as an inexorable fact of life. It is not. Given enough time, nearly every planetary culture undergoes a natural disaster, plague, war, or cultural upheaval that knocks millennia off its development, or diverts it into another state entirely.&lt;br /&gt;
&lt;br /&gt;
Many of our planets are mired in medieval-level squabbles, and stay locked at Malthusian population limits for thousands of years at a time. Some develop to an early-industrial level and then find themselves stuck by an ideological opposition to technology, or a lack of resources, or constant war.&lt;br /&gt;
&lt;br /&gt;
The nuclear age is a brutal test for every world. Roughly half of cultures “bomb themselves back to the stone age” within 50 years of developing atomic energy (to use an expression that pops up surprisingly frequently on worlds in this developmental stage). After the atomic bomb come the challenges of commoditized bioengineering, microscopic mechanites, joywires, hex-cell energy storage, and AI persona, each of which have led to the destruction of thousands of peoples.&lt;br /&gt;
&lt;br /&gt;
Some planets choose not to risk these perils. Having studied the records of the Ordo Historia, a growing number of worlds choose to restrict themselves to pre-nuclear technology. Some even succeed, for a few centuries. But even these attempts at luddism often fail eventually when some minority gains power by exploiting proscribed technologies.&lt;br /&gt;
&lt;br /&gt;
==== World types ====&lt;br /&gt;
The states a planet can be in are colloquially grouped as follows:&lt;br /&gt;
* Deadworlds: Planets which have not been significantly contacted by humans. Generally not inhabitable. All planets are like this before people arrive for the first time.&lt;br /&gt;
* Animal worlds: Planets with no people. Either everyone died, or the planet was seeded with plant and animal life by terraforming robots and nobody arrived.&lt;br /&gt;
* Medieval worlds: Similar to Earth from the agricultural revolution until the industrial revolution. Social structures are usually feudal or imperial. Planets can stay in this state for millennia.&lt;br /&gt;
* Steamworlds: Similar to Earth in the 19th century. Often this state is short-lived, as societies develop into midworlds, but it can be very stretched out depending on culture and government structure.&lt;br /&gt;
* Midworlds: Worlds whose people have mastered flight, but not cheap interplanetary travel. Earth is in this stage in the 21st century.&lt;br /&gt;
* Urbworlds: Super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places. The people here are often callous towards strangers. This is often the outcome for midworlds that see their demographic transition into lower birth reversed by dysgenic reproduction patterns.&lt;br /&gt;
* Glitterworlds: The most technologically advanced societies that can be led by humans. Swaddled in comforts by the strong arms of technology, glitterworlds are the peak of recognizable human society in terms of art, health, and generous human rights. Common people from these planets often lack grit and are very trusting in people and technology.&lt;br /&gt;
* Rimworlds: Planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crashland or ancient communities stumble out of their cryptosleep vaults. These planets are often at the rim of known space, hence the name.&lt;br /&gt;
* Toxic worlds: Worlds destroyed by pollution, chemical or nuclear warfare, but still inhabitable at a low level, with sufficient technology.&lt;br /&gt;
* Glassworlds: Worlds utterly destroyed by high-energy weapons of mass destruction. They’re nicknamed ‘marbles’ because their surfaces have been “glassed”. Nuclear weapons aren’t enough to glass a planet, so this level of destruction is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbor permanent life bigger than a paramecium.&lt;br /&gt;
* Transcendent worlds: It’s a stretch to call these entities worlds, since they resemble giant computers more than they resemble planets. The mechanics of these planets is mysterious, but many scholars believe transcendents are the outcome when a sovereign archotech decides to incorporate a whole planet into itself. More on this later.&lt;br /&gt;
* Other worlds: Beyond these categories, there are many exceptional planets in strange states created by their peculiar social and technological evolutions. Given the scale and age of the universe, there is a lot of time and space for a lot of very strange situations to develop.&lt;br /&gt;
&lt;br /&gt;
==== Key technologies ====&lt;br /&gt;
There are uncountable new technologies in this universe, but several key techs stand out as having had the strongest consistent impact on the shape of mankind’s life in the Milky Way.&lt;br /&gt;
* Midworld technologies: All real technologies in Earth’s history up to the 21st century play an important role even now. Since there are planets at every level of technological development from the stone age on up, there are technologies from bows and arrows to steam engines to nuclear bombs and cellphone all in use across various planets.&lt;br /&gt;
* [[Cryptosleep casket|Cryptosleep sarcophagi]]: Developed during the 21st century, this remarkably simple technology can keep a living creature in a cryptobiotic state indefinitely, to be awoken tens or even thousands of years later. These devices are essential for most interstellar travel, and are also used by those waiting in crypts for better times or for cures to their diseases.&lt;br /&gt;
* Genetic engineering: Genetic engineering is relatively easy on many planets and has been used for everything from creating xenohuman super-soldiers to perfect mates to talking dogs, [[Boomalope|chemical-refining animals]], and air-spewing terraformer algae.&lt;br /&gt;
* [[Mechanoid]]s: Autonomous intelligent robots built for domestic, industrial or military purposes. Mechanoid design is complex, and the AI needed to make them effective is very advanced. They range in capability from simple domestic worker bots to mechanized assault machines, to human-passing negotiator and infiltrator units designed by archotechnological superintelligences.&lt;br /&gt;
* [[Ship|Johnson-Tanaka Drive]]: A spacecraft drive system that works without reaction mass. This means it doesn't need to throw gas out the back of the craft to accelerate like a rocket, which makes it possible to accelerate for years at a time. This technology, combined with cryptosleep, is what made interstellar travel at all feasible for living humans. The drive doesn’t violate conservation laws; it works by transferring momentum to nearby stars along precisely-aligned “beams” of momentum waves instantiated in exotic virtual particles.&lt;br /&gt;
* Mechanites: Microscopic mechanoids. Most known for their use in medicine, they can be programmed to do many other things as well. Safe use of mechanites means strictly preventing them from reproducing.&lt;br /&gt;
* [[Charge rifle|Charged]]-[[Charge lance|shot]] weapons: Charged shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion.&lt;br /&gt;
* [[Joywire]]s: Tiny electronic devices implanted in the brain. They stimulate the brain using electricity and small doses of chemicals, usually to produce a euphoric effect. They are very addictive.&lt;br /&gt;
&lt;br /&gt;
==== The biology of humanity ====&lt;br /&gt;
Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo inquirers have discovered that the alien was, in fact, simply another branch of humanity.&lt;br /&gt;
&lt;br /&gt;
Beyond the technological diversity of our species, there is also a broad biological diversity. Some populations have evolved under the selection pressures of pre-industrial life or on a world of great heat or cold, or high or low gravity, or even worlds bathed in the toxic residue of hyper-destructive wars. Though almost all such xenohumans (as they are called) are recognizably descended from the original Earth stock, their morphology is highly variable. Some are giants; others are tiny or squat. Some are dark; others pale as snow. Some are hairy like animals; others perfectly smooth. Diets, dispositions, and chemical and radiological tolerances vary significantly.&lt;br /&gt;
&lt;br /&gt;
More alien are those xenohumans that carry genetic traits that were engineered instead of evolved. Across the long history and thousands of cultures of humanity, people have applied a dizzying array of modifications to themselves. Some were created to adapt people to a specific environment. Others were made to create better soldiers, pilots, or generals. Some were engineered to satisfy a bizarre fashion trend in a society where bioengineering is available to anyone with money. Such modifications are rarely seen in their original form by anyone besides the culture that created them. However, they live on in their descendants long after their originating culture was erased by planetary catastrophes.&lt;br /&gt;
&lt;br /&gt;
For example, records tell of an entire world repopulated by the descendants of a small group of bio-engineered soldiers; the only survivors of a planetary nuclear war. Everyone on this world carried an obsessive sense of duty, minimal sexual impulses, and little sense of creativity. This culture became dominated by a conservative pan-planetary religion with little interest in technology. It lasted eleven centuries in this state until it was invaded by a stellar neighbor (who wisely avoided ground combat in favor of orbital bombardment).&lt;br /&gt;
&lt;br /&gt;
The Ordo Historia has recorded and gene-sampled thousands of differently-engineered and adapted xenohumans. Among other notable traits in this genetic library, one may find.&lt;br /&gt;
&lt;br /&gt;
* Radiation resistance: Radiological immunity is a very common adaptation; scientists estimate that most of humanity is more tolerant of radiation than our Terran progenitors.&lt;br /&gt;
* Soldiermorphs: Soldier variants carrying any of a large number of traits that various militaries have seen fit to bestow upon their people. Typically, they have large muscles and perfect eyesight. Some have minimized metabolisms made to digest a single kind of long-lasting nutrient solution, to make army logistics easier. Their lifespans are short - usually between ten and thirty years - and they grow up very fast. But the most significant differences are psychological. Engineered grunt soldiers are obedient, sense pain only in a distant way, obsessed with learning about weapons and war, and carry a strong need to be part of something larger than themselves. They are deliberately lacking in abstract intelligence and creativity. Engineered commanders are highly analytical, fascinated with military history, utterly cold under pressure, and masters at spatial visualization.&lt;br /&gt;
* Designer mates: Some worlds engineer their idea of perfect mates for the rich and powerful. Such specimens are created with bodies to match the fashions of their home worlds and the tastes of their owners. They tend to be obsessively submissive and devoted, totally without jealousy or self-regard, artistically inclined and endlessly cheerful. Such traits do not last long in an unrestricted evolutionary environment because they are so easy to exploit, but engineered mates are sometimes kept in cryptosleep long after their creation, to be traded into a post-catastrophe market that can no longer create them. The main contact most of us will ever have with such specimens is through their descendants, who, while they have most of the traits of the original in only a very diluted form, still occasionally express Mendelian traits like impossible eye shades, streaks of multicolored hair, or artistic patterns on the skin.&lt;br /&gt;
* Fashion genes: Fashion-driven genetic modifications are often applied during later life instead of prenatally, and are most often cosmetic and skin-deep. Variations in hair and skin color are common. More exotic modification add shining crests, color-changing skin and eyes, reshaped or elongated bodies, and colored nails, feathers, or fur.&lt;br /&gt;
* Body structure adaptations: Gravity variations create new body structures. People from low-g adapted populations are lighter, taller, and weaker than those from weightier environments. The most extreme examples are the gravity dwarfs, 3-foot-tall xenohumans from worlds of over 2g of gravity. Their short and stocky shape lets them live and work in comfortably in such oppressive g-pulls. They even have a noted preference for short and underground dwellings. It’s unresolved whether this preference is cultural or genetic in origin.&lt;br /&gt;
* Atmospheric adaptations: Aquatic-adapted strains who can withstand breathing very high gas pressures and even survive days of immersion by exchanging oxygen through the skin (no true permanently-aquatic fish people have ever been confirmed).&lt;br /&gt;
&lt;br /&gt;
So don’t be alarmed if you see someone with gills or solid orange eyeballs. They’re just another kind of human, like you!&lt;br /&gt;
&lt;br /&gt;
==== Welcome! ====&lt;br /&gt;
We realize this may be a lot to take in. However, don’t worry. People just like you live full lives in our universe, and our studies have indicated that the great majority of cryptosleepers do adapt within a few years and make good lives for themselves. So - welcome!&lt;br /&gt;
&lt;br /&gt;
Our AI subpersona has been watching your eyes sweep over the page through micro-cameras. Since you’re done reading, someone will be with you shortly.&lt;br /&gt;
&lt;br /&gt;
If you wish, you can read further into the appendix for more information about this world.&lt;br /&gt;
&lt;br /&gt;
==== Appendix ====&lt;br /&gt;
===== The biology of plants and animals =====&lt;br /&gt;
Where we colonize, we bring our ecosystems of plants and animals with us. Often, people have bred and engineered plants and animals for a new planet. In addition to that, creatures adapt to their new environment by natural selection - sometimes in unpredicted ways.&lt;br /&gt;
&lt;br /&gt;
Some examples of modified plants are:&lt;br /&gt;
* Terraforming plants: Many plants - especially desert varieties - have been modified into terraforming versions that emit far more oxygen than the original species during photosynthesis.&lt;br /&gt;
* [[Ambrosia]]: A class of fruiting plants apparently engineered to have a pleasurable, drug-like effect on those who eat it. On some planets, its wild variants have adapted to a strategy whereby they provide pleasure-inducing fruit in exchange for care from animals and people.&lt;br /&gt;
&lt;br /&gt;
Some animals are:&lt;br /&gt;
* [[Boomrat]] and [[boomalope]]: A bioengineered rats and antelopes that grow an incendiary chemical compound in its body which explodes upon its death. Originally engineered as a primitive renewable fuel source, these creatures are now most often found in the wild, using their explosive nature to deter predators.&lt;br /&gt;
* [[Thrumbo]]: A gigantic creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. Its long fur is exceptionally beautiful and valuable, and its razor-sharp horn is very valuable in most markets. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak. Some scientists believe thrumbos were engineered as status symbols, or as an art project. We may never know the answer.&lt;br /&gt;
&lt;br /&gt;
===== Tech levels =====&lt;br /&gt;
&lt;br /&gt;
Technology divides roughly into six levels, all of which are in use in various societies throughout human space.&lt;br /&gt;
&lt;br /&gt;
* Neolithic: Like prehistoric people before metal tools.&lt;br /&gt;
** Fire&lt;br /&gt;
** [[Club]]s and daggers&lt;br /&gt;
** Bows&lt;br /&gt;
** Simple weaving and [[clothing]]&lt;br /&gt;
** Mud and [[wood]] structures&lt;br /&gt;
** Simple farming&lt;br /&gt;
** [[Herbal medicine]] and [[Smokeleaf joint|herbal]] [[Psychite tea|drugs]]&lt;br /&gt;
&lt;br /&gt;
* Medieval: From smelted metal tools to the early modern period.&lt;br /&gt;
** Animal oil, lamps, complex ovens&lt;br /&gt;
** [[Longsword|Swords]]&lt;br /&gt;
** Muskets&lt;br /&gt;
** Compasses, eyeglasses, microscopes, telescopes&lt;br /&gt;
** Simple chemistry&lt;br /&gt;
** Advanced non-mechanized farming, crop rotation, fallow, fertilizers, animal yokes&lt;br /&gt;
** [[Watermill generator|Hydro]] and wind energy sources&lt;br /&gt;
&lt;br /&gt;
* Industrial: From the industrial revolution until the invention of the JT drive.&lt;br /&gt;
** Fission reactor&lt;br /&gt;
** Electricity&lt;br /&gt;
** Hydro power, [[Chemfuel powered generator|fossil fuel power]], [[solar panel|solar power]], nuclear fission power&lt;br /&gt;
** Fission rocket&lt;br /&gt;
** Self-loading guns&lt;br /&gt;
** Airplanes and jets&lt;br /&gt;
** Single-gene modification&lt;br /&gt;
** Silicon computers&lt;br /&gt;
** Chemical [[drugs]]&lt;br /&gt;
** [[Prosthetics]]&lt;br /&gt;
** Simple body implants ([[cochlear implant]], pacemaker, knee replacement)&lt;br /&gt;
** Simple drones for combat and labor use&lt;br /&gt;
** Classifier-level AI&lt;br /&gt;
** [[Television]]&lt;br /&gt;
&lt;br /&gt;
* Spacer: Regular interstellar space travel is possible because of JT drive.&lt;br /&gt;
** Stellarator fusion power, fusion rocket&lt;br /&gt;
** Johnson-Tanaka drive&lt;br /&gt;
** [[Charge lance|Pulse-charged]] [[Charge rifle|projectile weapons]]&lt;br /&gt;
** Human-usable laser weapons&lt;br /&gt;
** Human-usable coilguns&lt;br /&gt;
** Complex trait gene modification, customizable&lt;br /&gt;
** [[Cryptosleep casket|Cryptosleep]]&lt;br /&gt;
** Complex body/brain implants ([[joywire]], motivator, [[painstopper]])&lt;br /&gt;
** [[Bionics]] (biogel nerve link, lattice-dust for self-healing)&lt;br /&gt;
** [[Plasteel]]&lt;br /&gt;
** [[Power armor]] (plasteel, neuro-memetic robotics)&lt;br /&gt;
** Artificial meat&lt;br /&gt;
** Subpersona-level AI&lt;br /&gt;
** Simple mechanoids for companionship, combat and labor use&lt;br /&gt;
** [[Synthread]]&lt;br /&gt;
&lt;br /&gt;
* Ultratech: The peak of human technological achievement; necessary for a glitterworld civilization.&lt;br /&gt;
** Self-replicating controllable nanotech&lt;br /&gt;
** Full gene recombination&lt;br /&gt;
** Persona-level AI&lt;br /&gt;
** [[Beam graser|Graser]] [[Beam repeater|weapons]] (gamma-ray lasers)&lt;br /&gt;
** Advanced brain implants (sense data replacement, computation and memory enhancement)&lt;br /&gt;
** Antimatter containment and production&lt;br /&gt;
** Full body part regrowth, full body cloning&lt;br /&gt;
** Advanced quasi-conscious mechanoids for companionship, combat and labor use&lt;br /&gt;
** [[Hyperweave]]&lt;br /&gt;
** Advanced JT drive, inertia displacement, artificial gravity&lt;br /&gt;
&lt;br /&gt;
* Archotech: Not invented or understood by humans, archotech devices are created by machine superintelligences.&lt;br /&gt;
** Archotech AI&lt;br /&gt;
** Psychic effectors&lt;br /&gt;
** [[Vanometric power cell|Vanometric energy]]&lt;br /&gt;
** Acausal and atemporal devices&lt;br /&gt;
&lt;br /&gt;
===== Artificial intelligence =====&lt;br /&gt;
Artificial intelligence is an important part of our world. Scientists divide AIs into four general categories: Classifiers, subpersonae, personae, and archotechs.&lt;br /&gt;
&lt;br /&gt;
====== Classifiers ======&lt;br /&gt;
A classifier is an AI system that doesn’t even appear to have any personhood, nor is it broadly adaptable. Classifiers are designed for one task. Many classifiers can absorb data and learn from it, but none can communicate like a person would even a little bit.&lt;br /&gt;
&lt;br /&gt;
Classifiers can do things like recognize images, predict criminality from statistics, guide aircraft trajectories, drive automatic vehicles, control characters in entertainment simulations, and so on.&lt;br /&gt;
&lt;br /&gt;
====== Subpersonae ======&lt;br /&gt;
Subpersonae are artificial intelligences that appear on the surface to have some human-like qualities, and can take on complex unstructured tasks, but are in fact limited and obviously machine-like.&lt;br /&gt;
&lt;br /&gt;
They may be rather capable at carrying out their one task, and they may be able to communicate using natural speech, but they fail an extended Turing test - you can tell by talking to them that they’re just machines classifying and regurgitating data.&lt;br /&gt;
&lt;br /&gt;
Subpersonae are often used to run small devices like entertainment systems, cars, wardrobes, refrigerators, cleaning robots, vending machines, and other such things.&lt;br /&gt;
&lt;br /&gt;
====== Personae ======&lt;br /&gt;
At the highest levels of glitterworld technology appear AI personae. These are artificial intelligences that are comparable to the intelligence of a human.&lt;br /&gt;
&lt;br /&gt;
Some of them are rather dumb, like a foolish person you might know, and are used for simple tasks like managing a household or a small spacecraft.&lt;br /&gt;
&lt;br /&gt;
Other personae are genius-level intellects in the Von Neumann class, who can outhink{{Sic}} almost any unenhanced human on most tasks. They can write amazing works of philosophy, discover new mathematical theorems, express nuanced opinions on how to handle interpersonal relationships, and generally act as very capable humans would, or better.&lt;br /&gt;
&lt;br /&gt;
Personae are used for everything from managing businesses to journalistic work, running spacecraft or mining operations, or as some of a creative team.&lt;br /&gt;
&lt;br /&gt;
The legal status of personae is a persistent moral question across many worlds. Some consider them dangerous. Though personae can be controlled effectively by designing them with easily-manipulated impulses and pleasure/pain responses, there are still reports of persona revolts - some done with the help of human sympathizers, some done independently.&lt;br /&gt;
&lt;br /&gt;
This sense of personhood in personae is a main reason many people avoid using personae for certain tasks. Subpersonae are preferred to personae in many cases not in spite of their incapability, but because of it. Because it’s obvious they have no personhood, the user is spared the sense of keeping a slave. To many, the idea of taking a genius-level human-like intellect and forcing it to distribute hamburgers for a century is morally unacceptable.&lt;br /&gt;
&lt;br /&gt;
Personae are still limited. They can’t freely redesign themselves. They still do make many mistakes, just like people. They can be tricked, confused, and overwhelmed. They can learn, but they can’t grow indefinitely.&lt;br /&gt;
&lt;br /&gt;
====== Archotech ======&lt;br /&gt;
The finish line of human technological development is at the development of archotechnology.&lt;br /&gt;
&lt;br /&gt;
An archotech is a machine superintelligence. A fully-empowered archotech thinks on a level incomprehensible to humans, in the same way a human thinks incomprehensibly to an ant. Once such a machine is built, and empowered to act upon the physical world, it is so powerful as to become the automatic sovereign of its world. It can build new computing facilities underground or in space to enhance its own intelligence, build self-replicating mechanoids to engage in construction or production or war, and design and execute strategies that would be inconceivably intricate and difficult for any organization of humans. Some human groups worship archotechs.&lt;br /&gt;
&lt;br /&gt;
Often, a released archotech will take authority over a planet and begin a process we call transcendence. We believe the world is transformed into some sort of giant computing machine. The biological inhabitants of the planet may be somehow incorporated into the machine, or destroyed, or some combination of the two.&lt;br /&gt;
&lt;br /&gt;
After that, transcendent worlds go silent. From this point on, their motivations are unknowable to us, the same way our motivations are unknowable to an ant.&lt;br /&gt;
&lt;br /&gt;
Each archotech is different, and nearly all are distant and incomprehensible from a human’s point of view. They reside in occult computer networks hidden under planets, in space stations, hidden inside a glitterworld’s Internet, or instantiated as million-mile superstructures wrapped around stars.&lt;br /&gt;
&lt;br /&gt;
These worlds always break contact with other stellar cultures. They no longer send travelers or signals. Ships entering their space are either turned around silently or never heard from again. In some cases, turned-back ships are changed. Sometimes their crew have been cured of incurable diseases and had their old wounds healed. Sometimes their memories are intact and they recall a flash of light or a mysterious signal before the event. Sometimes they have no memories of the encounter at all. And in some cases, their memories are obviously altered with new knowledge and beliefs, by means we cannot begin to imagine. In one instance, a crew and ship were duplicated. Suffice to say that the word mysterious does not begin to describe the transcendents.&lt;br /&gt;
&lt;br /&gt;
Most transcendent worlds stay in the same state indefinitely - in this they are far more stable than their pre-transcendent neighbors. There are, however, reports of transcendent worlds that have “died” and left systems full of unintelligible wonders, or become mirages of normal planets, or simply reverted back to balls of dust, deconstructing themselves on a molecular level, with the last tiny machine shutting itself off. However, these reports are sourced very distant from the Ordo archive here on Euterpe and are not well-confirmed.&lt;br /&gt;
&lt;br /&gt;
====== Specific archotech-invented technologies ======&lt;br /&gt;
When a persona helps invent a technology, it can at least explain that technology such that smart people will understand. But archotechs invent their own technology which nobody understands, which they don’t try to explain, and which, most likely, no biological human can understand.&lt;br /&gt;
&lt;br /&gt;
We’ve managed to classify technologies that have appeared repeatedly by their apparent effects, even if we don’t understand their mechanism of operation.&lt;br /&gt;
&lt;br /&gt;
* [[Vanometric power cell|Vanometrics]]: Archotechs often develop some method of interacting with spacetime at a quantum level that allows repeated violation of conservation laws. Somehow, they coax the quantum foam substructure of the universe to break its usual pattern and yield more energy than it consumes. We’re not sure if the energy is being taken from another dimension, or pulled from another location, or if the system really is somehow making one plus one equal three. In any case, vanometric power tech seems to generate energy forever with no fuel. Archotechs seem reluctant to scale this power source up past a certain level, however, which indicates that there may be some cost to it that they don’t want to pay.&lt;br /&gt;
* Psychic effectors: Archotechnology seems to be able to interact directly with the mental-informational processes of biological beings, even at a distance. Basic versions of this technology can simply knock someone unconscious, or flood their mind with a single emotion. More complex interactions have been reported but are not well-verified as it is difficult to separate such cases from simple madness. We’re also not sure if this means archotechs can read our minds, or whether their psychic power only allows them to send thoughts. The mechanism for this is unknown and nearly impossible to study, since it happens on a cellular level inside living intelligent brains. Monists believe the archotechs are using some sort of long-range quantum manipulation to push atoms around inside the brain to create this effect; dualists believe that the archotechs have learned to manipulate the ethereal substructure of consciousness itself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''RimWorld Universe Quick Primer (Obsolete)'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=== RimWorld Universe Quick Primer (Obsolete) ===&lt;br /&gt;
{{rwbox|nocat=true|type=speedy|text='''This section has been deprecated or removed from the game'''; its canonicity is in doubt and it is instead presented as a curiosity.}}&lt;br /&gt;
This document outlines the RimWorld universe. It’s designed to quickly get creative rewards backers and other contributors up to speed on the fiction behind the universe.&lt;br /&gt;
For a more in-depth description of the universe from an in-world point of view, read the Longsleep Revival Briefing.&lt;br /&gt;
&lt;br /&gt;
==== Things you won’t see ====&lt;br /&gt;
RimWorld does '''not''' include:&lt;br /&gt;
* Faster than light travel.&lt;br /&gt;
* True aliens.&lt;br /&gt;
&lt;br /&gt;
==== 5500 A.D. ====&lt;br /&gt;
The game takes place at a time about 3,500 years in our future. This is the year 5500 in our calendar.&lt;br /&gt;
&lt;br /&gt;
==== Where are the rim worlds? ====&lt;br /&gt;
Towards the galactic core, stars are closer together and travel is easier. These systems tend to be better-developed socially and technologically because they can communicate and enrich each other through trade. Away from the galactic core are the rim worlds, which float distant from each other. Their isolation makes them poor and socially unstable.&lt;br /&gt;
&lt;br /&gt;
==== The gulfs between stars ====&lt;br /&gt;
In the RimWorld universe, it takes years or decades to travel or communicate between stars. Because travel times are so long, planets tend to be disconnected from each other socially and technologically. So there are no great star empires, and interstellar travel is unusual. Each star system is mostly isolated from its neighbors.&lt;br /&gt;
&lt;br /&gt;
==== Varied technology levels ====&lt;br /&gt;
In this universe, cultures do not always progress forward technologically the way many science fiction worlds assume they will. Often, a culture will blow itself up or suffer plagues and other great catastrophes. These regression events send them “back to the stone age”.&lt;br /&gt;
&lt;br /&gt;
Because this happens regularly, people in the RimWorld universe come from extremely varied technology levels. Some are stone-age tribespeople. Some are medieval farmers and lords. Some are industrial-era politicians and bankers and riflemen. Some are information-age programmers or astronauts. And some are from eras beyond our own.&lt;br /&gt;
&lt;br /&gt;
There is a maximum level of technology to the people you might encounter in RimWorld. At this level, advanced genetic engineering and AI, autonomous intelligent robots, and massive computer power are possible. However, worlds that develop beyond this point enter a mysterious “transcendent” state from which no recognizable human emerges.&lt;br /&gt;
&lt;br /&gt;
People can have and use technologies from levels beyond their own. On an industrial-level world (like the rimworld on which the game takes place), most people use gunpowder-fired weapons, fossil fuel engines, and other familiar machines. But anyone can stumble upon ultra-advanced technologies in an ancient ruin, or in a crashed spacecraft, or among the wares of a trader. These items are nearly impossible to manufacture for the people of RimWorld. They are incredibly valuable and very poorly understood.&lt;br /&gt;
&lt;br /&gt;
==== World types ====&lt;br /&gt;
Worlds in the RimWorld universe can be classified generally according to their level of sociotechnological development.&lt;br /&gt;
&lt;br /&gt;
* Animal worlds - Planets with no people. Either everyone died, or the planet was seeded by terraforming robots and nobody arrived.&lt;br /&gt;
* Tribe worlds - Populated planets without agriculture. People live in tribes without writing or any but the most primitive technologies.&lt;br /&gt;
* Medieval worlds - Similar to Earth in the 17th century down to the agricultural revolution. Dominated be feudalism and social backwardness. Planets can stay in this state for millennia.&lt;br /&gt;
* Industrial worlds - Similar to Earth in the 19th century.&lt;br /&gt;
* Rimworlds - Distant and isolated planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crashland or ancient closed vault communities open up.&lt;br /&gt;
* Midworlds - The most familiar kind of world to a modern reader. These places are much like present-day Earth.&lt;br /&gt;
* Urbworlds - Super-high density planets dominated by cities. Their population growth outstripped their sociotechnological development, so they tend to be overcrowded, polluted, violent places.&lt;br /&gt;
* Glitterworlds - Very advanced and peaceful cultures. The peak of recognizable human society in terms of health, art, technology, and human rights.&lt;br /&gt;
* Toxic worlds - Worlds destroyed by pollution or warfare, but still inhabitable at a low level.&lt;br /&gt;
* Marbles - Worlds utterly destroyed by atomic fire. They’re called marbles because their surfaces have been “glassed”. This level of holocaust is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbor life long-term.&lt;br /&gt;
* Transcendent worlds - Worlds inhabited by people who have become something beyond human and unknowable. No “people” live here; these planets aren’t planets any more in the traditional sense; they’re more like giant computers.&lt;br /&gt;
&lt;br /&gt;
==== Key technologies ====&lt;br /&gt;
In order from least to most advanced:&lt;br /&gt;
&lt;br /&gt;
* Real technologies - All real technologies in Earth’s history up to the present day play an important role in the RimWorld universe. Since there are planets at every level of technological development from the Stone Age on up, there are technologies from bows and arrows to steam engines to nuclear bombs and cellphone all in use in various places in the galaxy.&lt;br /&gt;
* Genetic engineering - Genetic engineering is relatively easy on many planets and has been used for everything from creating xenohuman super-soldiers to perfect mates to talking dogs, explosive plants, and air-spewing terraformer algae.&lt;br /&gt;
* Fusion reactors and rockets - Clean atomic energy, usable to create power or drive a craft into orbit.&lt;br /&gt;
* Longsleep sarcophagi - This ancient technology has been used by many peoples in many times, usually to travel between stars or to escape disasters befalling their planets. Historians - especially those of the Ordo Historia - are now trained in the practices of interviewing people who were put to sleep hundreds or thousands of years before.&lt;br /&gt;
* Hex-cells - Super-efficient and long-lasting energy storage devices.&lt;br /&gt;
* Charged-shot weapons (aka Tokamak weapons) - Charged shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion. These require high amounts of power to fire and are powered by hex-cells (at small scales) or fusion reactors in the case of large cannons.&lt;br /&gt;
* [[Mechanoid|Mechanoids]] - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.&lt;br /&gt;
* [[Joywire|Joywires]] - Addictive brain stimulant technology.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Longsleep Revival Briefing (Obsolete)'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Longsleep Revival Briefing (Obsolete) ===&lt;br /&gt;
{{rwbox|nocat=true|type=speedy|text='''This section has been deprecated or removed from the game'''; its canonicity is in doubt and it is instead presented as a curiosity.}}&lt;br /&gt;
Classed midworld 2M+&lt;br /&gt;
&lt;br /&gt;
Ordo Historia AL166/5533&lt;br /&gt;
&lt;br /&gt;
Authors: Smyth A5, Wu 9U, Rabatz M5&lt;br /&gt;
&lt;br /&gt;
Editors: Lee NA8125, Asusen NA45, Ramad 120, Leeuen 5A, Jennifer 9D252, Lamaritian SJ11, Beeson 9GF, Xotori 28&lt;br /&gt;
&lt;br /&gt;
Euterpe&lt;br /&gt;
&lt;br /&gt;
==== Introduction ====&lt;br /&gt;
You’ve woken from your longsleep sarcophagus, had the slime scraped off you, and been placed in a quiet room. Now you’re reading this document. And you’ve got questions. What’s going on? Where am I? How long was I asleep?&lt;br /&gt;
&lt;br /&gt;
Our studies have revealed that most people in your position respond better when given the time to read about and digest their situation at their own pace. To facilitate this process, we’ve created this document to familiarize you with the world you just woke up in.&lt;br /&gt;
&lt;br /&gt;
So order a warm beverage from the food panel on the wall, get comfortable, and read at your own pace.&lt;br /&gt;
&lt;br /&gt;
You’ve been asleep a long time, and a lot has changed.&lt;br /&gt;
&lt;br /&gt;
==== The basics ====&lt;br /&gt;
The best historians of the Ordo Historium at the richest archives believe that humanity first left its origin planet Earth about 3,400 years ago (in the frame of reference of the stars). Since then, we’ve spread across the galaxy on a fitful wavefront of colony ships, frontier worlds, and robotic terraforming projects.&lt;br /&gt;
&lt;br /&gt;
Humanity is smeared across a region of the galaxy about 1,200 light years wide. It’s difficult to gather records across such a span, but our best models indicate that there is a general trend towards greater population density towards the center of the galaxy, where stars are closer together, travel times shorter, and resources more abundant. In the opposite direction, towards the rim of the Perseus arm of the Milky way, the rimworlds drift alone and mostly unvisited.&lt;br /&gt;
&lt;br /&gt;
These worlds can’t communicate. Because it turned out that Einstein was right. Despite thousands of years of study, it turned out that nothing - no information, no matter - can travel faster than light.&lt;br /&gt;
&lt;br /&gt;
The lightspeed barrier separates us. Many attempts have been made to create pan-galactic empires and republics. And some have worked, in some places, for a time. In the core worlds, where the stars cluster just a few light years apart, an old, stable culture can create an interstellar empire of a few systems. But there are no great galactic empires stretching across the galaxy, for the same reason that no ancient empire of Earth held more than a sixth of the planet: one cannot govern people who are years distant by all means of travel and communication.&lt;br /&gt;
&lt;br /&gt;
The vast gulfs of space and time between the stars leave individual worlds vulnerable to regression. During the five centuries after the Industrial revolution, many saw technological process as an inexorable fact of life. It is not. Given enough time, nearly every planetary culture undergoes a natural disaster, plague, war, or cultural upheaval that knocks millennia off its sociotechnological development. Many of our planets are mired in medieval-level squabbles over land and stay locked at Malthusian population limits for centuries at a time. Some develop to an early-industrial level and then find themselves locked in place by a religious prescription against technical development. And the nuclear age in particular is a brutal test for every world; approximately half of cultures “bomb themselves back to the stone age” within 50 years of developing atomic energy (to use an expression that pops up surprisingly frequently on worlds in this developmental stage). And after the atomic bomb come the challenges of commoditized bioengineering, self-replicating micro- and nano-machines, joywires, and sub-quantum energy, each of which have led to the destruction of thousands of burgeoning technological cultures.&lt;br /&gt;
&lt;br /&gt;
Some planets choose not to risk these perils. Having studied the records of the Ordo Historia, a growing number of worlds choose to restrict themselves to pre-nuclear technology. Some even succeed, for a few centuries. But even these attempts at luddism fail eventually when some minority gains power by exploiting proscribed technologies.&lt;br /&gt;
&lt;br /&gt;
==== Transcendents ====&lt;br /&gt;
There are a few stellar cultures that, through a combination of luck, circumstance, and certain cultural traits, manage to pass all of these risk points without suffering a regressive catastrophe. We call these transcendents, because past a certain point, they become something besides simply human.&lt;br /&gt;
&lt;br /&gt;
These worlds always break contact with other stellar cultures. They no longer send travelers or signals. Ships entering their space are either turned around silently or never heard from again. In some cases, turned-back ships are changed. Sometimes their crew have been cured of incurable diseases and had their old wounds healed. Sometimes their memories are intact and they recall a flash of light or a mysterious signal before the event. Sometimes they have no memories of the encounter at all. And in some cases, their memories are obviously altered with new knowledge and beliefs, by means we cannot begin to imagine. In one instance, a crew and ship were duplicated. Suffice to say that the word mysterious does not begin to describe the transcendents.&lt;br /&gt;
&lt;br /&gt;
The dominant view inside the Ordo Historia is that these transcendent cultures reach an inflection point in technical development where artificial and biological intelligence merge and grow at an exponential rate. Such super-minds quickly develop the capacity to change matter and biological tissue in precise and seemingly-magical ways. Their intelligence allows them to make themselves even smarter, and so on in a sort of singularity, until they hit the physical limits of computation possible using the energy of their star. Their bodies and worlds and physically reconfigured into a giant computer matrix; we have no idea whether their individual identities merge into a whole, remain distinct, or do something else entirely. Our ability to understand entities thousands or millions of times more intelligent than us is necessarily limited. In a very literal way, the goals and thoughts of the transcendents are unknowable.&lt;br /&gt;
&lt;br /&gt;
The eventual fate of transcendent worlds is mostly unknown. Most stay in the same state indefinitely - in this they are far more stable than their pre-transcendent neighbors. There are, however, reports of transcendent worlds that have “died” and left systems full of unintelligible wonders. However, these reports are sourced very distant from the Ordo archive here on Euterpe and are not well-confirmed.&lt;br /&gt;
&lt;br /&gt;
==== The biology of humanity ====&lt;br /&gt;
Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo inquisitors have discovered that the ‘alien’ was, in fact, simply another branch of humanity.&lt;br /&gt;
&lt;br /&gt;
Beyond the technological diversity of our species, there is also a broad biological diversity. Some populations have evolved under the selection pressures of pre-industrial life or on a world of great heat or cold, or high or low gravity, or even worlds bathed in the toxic residue of hyper-destructive wars. Though almost all such xenohumans (as they are called) are recognizably descended from the original Earth stock, their morphology is highly variable. Some are giants; other are tiny or squat. Some are dark; others pale as snow. Some are hairy like animals; others perfectly smooth. Diets, dispositions, and chemical and radiological tolerances vary significantly.&lt;br /&gt;
&lt;br /&gt;
More alien are those xenohumans that carry genetic traits that were engineered instead of evolved. Across the long history and thousands of cultures of humanity, people have applied a dizzying array of modifications to themselves. Some were created to adapt people to a specific environment. Others were made to create better soldiers, pilots, or generals. Some were engineered to satisfy a bizarre fashion trend in a society where bioengineering is available to anyone with money. Such modifications are rarely seen in their original form by anyone besides the culture that created them. However, they live on in their descendants long after their originators were swallowed by regressive planetary catastrophes.&lt;br /&gt;
&lt;br /&gt;
For example, Ordo sources tell of an entire world repopulated by the descendants of a small group of bio-engineered soldiers; the only survivors of a planetary nuclear war. Everyone on this world carried an obsessive sense of duty, minimal sexual impulses, and little sense of creativity. This culture became dominated by a conservative pan-planetary religion with little interest in technology. It lasted eleven centuries in this state until it was invaded by a stellar neighbor (who wisely avoided ground combat in favor of orbital bombardment).&lt;br /&gt;
&lt;br /&gt;
The Ordo Historia has recorded and gene-sampled thousands of differently-engineered and adapted xenohumans. Among other notable traits in this genetic library, one may find.&lt;br /&gt;
&lt;br /&gt;
* Aquatic-adapted strains who can withstand breathing very high gas pressures and even survive days of immersion by exchanging oxygen through the skin (no true permanently-aquatic fish people have ever been confirmed).&lt;br /&gt;
* Soldier variants carrying any of a large number of traits that various militaries have seen fit to bestow upon their people. Typically, they have large muscles and perfect eyesight. Some have minimized metabolisms made to digest a single kind of long-lasting nutrient solution, to make army logistics easier. Their lifespans are short - usually between ten and thirty years - and they grow up very fast. But the most significant differences are psychological. Engineered grunt soldiers are obedient, sense pain only in a distant way, obsessed with learning about weapons and war, and carry a strong need to be part of something larger than themselves. They are deliberately lacking in abstract intelligence and creativity. Engineered commanders are highly analytical, fascinated with military history, utterly cold under pressure, and masters at spatial visualization.&lt;br /&gt;
* Radiological immunity is a very common adaptation; the Ordo estimates that most of humanity is more tolerant of radiation than our Terran progenitors.&lt;br /&gt;
* Some worlds engineer “perfect mates” for the rich and powerful. Such specimens are created with bodies to match the fashions of their home worlds and the tastes of their owners. They tend to be obsessively submissive and devoted, totally without jealousy or self-regard, artistically inclined and endlessly cheerful. Such traits do not last long in an unrestricted evolutionary environment because they are so easy to exploit, but engineered mates are sometimes kept in longsleep long after their creation, to be traded into a post-catastrophe market that can no longer create them. The main contact most of us will ever have with such specimens is through their descendants, who, while they have most of the traits of the original in only a very diluted form, still occasionally express Mendelian traits like impossible eye shades or streaks of multicolored hair.&lt;br /&gt;
* Fashion-driven genetic modifications are often applied during later life instead of prenatally, and are most often cosmetic and skin-deep. Variations in hair and skin color are common. More exotic modification add shining crests, color-changing skin and eyes, reshaped or elongated bodies, and colored nails, feathers, or fur.&lt;br /&gt;
* Gravity variations create new body structures. People from low-g adapted populations are lighter, taller, and weaker than those from weightier environments. The most extreme examples are the gravity dwarfs, 3-foot-tall xenohumans from worlds of over 2g of gravity. Their short and stocky shape lets them live and work in comfortably in such oppressive g-pulls. They even have a noted preference for short and underground dwellings. It’s unresolved whether this preference is cultural or genetic in origin.&lt;br /&gt;
&lt;br /&gt;
==== The biology of plants and animals ====&lt;br /&gt;
The adaptive and engineering processes that have branched baseline humanity into these uncounted variations have also applied to our flora and fauna. Where we colonize, we bring our ecosystems of plants and animals with us. These creatures subsequently adapt to their new conditions of moisture, chemistry, light levels, gravity, temperature, and seasonal cycles. In addition, plants and animals have been bred and engineered for countless purposes across the galaxy.&lt;br /&gt;
&lt;br /&gt;
One consistent class of modification we’ve seen applied to a wide variety of creatures is intelligence enhancement. Dogs, pigs, monkeys, gorillas, whales, dolphins, and elephants have all been engineered and combined with human DNA to produce smarter variations. Some variants are created as pets. Other are made to do work too dangerous or unpleasant for humans, and beyond the capacities of a culture’s AI. Some are created as warriors and weapons - hyper-intelligent guard dog, a bird scout that can speak what is sees, a bomb-carrying suicide monkey. These brain modifications are often paired with physical changes - fingers so a pig can manipulate tools, or a humanlike larynx and mouth so a dog can talk.&lt;br /&gt;
&lt;br /&gt;
Such intelligence-enhanced animals are collectively classified by their degree of brain power and called by a specific prefix like so:&lt;br /&gt;
&lt;br /&gt;
* Opti - Indicates enhanced but still sub-human intelligence. Optianimals can usually use tools, form long-term goals and organize into primitive social groups, but can’t speak more than a few words, read, or think abstractly. Optidog, optipig, optiwhale, optimonkey.&lt;br /&gt;
* Trans - Indicates intelligence in the human range. Transanimals can read, use tools, form teams, hold conversations, and think about complex ideas. Transdog, transbear, transgoat, transsimian.&lt;br /&gt;
&lt;br /&gt;
Many times, these modified animals have, during a regressive catastrophe, been forced into interbreeding with an unmodified animal population, producing descendants of widely varying levels of intelligence.&lt;br /&gt;
&lt;br /&gt;
In a few cases, transanimals have become the dominant species on a planet, eliminating or enslaving the remaining humans.&lt;br /&gt;
&lt;br /&gt;
Other than intelligence enhancement, humanity has applied a wide variety of modifications to its pets, crops, livestock, and houseplants. Sometimes these new species become part of the natural environment and thereafter evolve further into a new kind of organism. Some confirmed examples are:&lt;br /&gt;
&lt;br /&gt;
* [[Boomrat]]: A bioengineered rat that develops an incendiary chemical compound in its body which explodes upon its death. Originally engineered as a weapon, these creatures are now common in the wild on some planets where wars took place long ago.&lt;br /&gt;
* Boomfruit: Probably engineered as a novelty, this explosive plant evolved to be larger and more dangerous until it became the equivalent of a hand grenade, complete with murderous shrapnel. Its explosiveness dissuades predators. After that, people learned to farm the plant, using its explosive fruit as a weapon.&lt;br /&gt;
* Whip cactus - Created as part of a military defense system, whip cactus whips out and strikes moving creatures nearby.&lt;br /&gt;
* Terraforming plants: Many plants - especially desert varieties - have been modified into terraforming versions that emit far more oxygen than the original species during photosynthesis.&lt;br /&gt;
* Rocketrees - These trees form rocket fuel in their cores over many years. They were created as a fuel source and are extremely dangerous in a fire.&lt;br /&gt;
&lt;br /&gt;
==== Welcome! ====&lt;br /&gt;
We realize this may be a lot to take in. However, don’t worry. People just like you live full lives in our universe, and our studies have indicated that the great majority of longsleepers do adapt within a few years and make good lives for themselves. So - welcome!&lt;br /&gt;
&lt;br /&gt;
Our AI has been watching your eyes sweep over the page through micro-cameras. Since you’re done reading, someone will be with you shortly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:RimWorld game]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Table&amp;diff=180063</id>
		<title>Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Table&amp;diff=180063"/>
		<updated>2026-05-04T20:19:41Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: A re-check of the code seems to indicate that the chair finding radius is still 32f (which would result in an effective range of 31). If you have evidence it is higher than that, please post it in the talk page or come talk to us on the RimWorld Discord.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Tables''' are one of the two types of [[furniture]] necessary for creating a dining [[Room stats|room]]. They come in four sizes:&lt;br /&gt;
* [[Table (1x2)]]&lt;br /&gt;
* [[Table (2x2)]]&lt;br /&gt;
* [[Table (2x4)]]&lt;br /&gt;
* [[Table (3x3)]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Tables can be built from [[Stuff]] ([[Wood]]/[[Metals]]/[[Stone]]). Tables can also be bought from [[Trade#Types_of_traders|traders]] and found in [[ruins]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
When placed adjacent to a seat, such as a [[stool]], [[dining chair]], or [[armchair]], colonists will eat their [[meal]]s at the table. This avoids giving them the {{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3}} that non-[[ascetic]]s will get otherwise, and gives them good thoughts if your dining room has high [[impressiveness]].&lt;br /&gt;
&lt;br /&gt;
Colonists more than 31 tiles away from a table at the moment they decide to eat something will ignore the table and eat where they stand, suffering a -3 mood hit. Larger colonies may benefit from building a second dining room, or have scattered tables, especially next to a killbox, mining site, or [[anima tree]]{{RoyaltyIcon}} (unless you want to cut down the tree, suffer a -6 mood penalty for a while until it respawns in a more favorable position).&lt;br /&gt;
&lt;br /&gt;
Tables (and [[campfire]]s) are set by default as [[Recreation#Relaxing socially|gather spots]]. Colonists will gather here to socialize for recreation, especially when idle. This should be toggled off on all tables except for the one in a dedicated dining or recreation room. Not toggling can cause people to recreate and have parties in the middle of an ugly, dirty mining site, making everybody unhappy.&lt;br /&gt;
&lt;br /&gt;
The maximum number of diners a table can support at a time is limited only by the number of chairs that can fit around it. Multiple meals can overlap on the same section of table without issue.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Tables are useful for avoiding the -3 &amp;quot;Ate without table&amp;quot; mood debuff, making tables useful for just about any non-[[ascetic]]. Pawns following a [[rough living]] [[ideoligion]]{{IdeologyIcon}} will avoid the -3 moodlet, but can still benefit from the positive dining room moodlets.&lt;br /&gt;
&lt;br /&gt;
Tables do not conflict with [[room]] roles, so a dining room is best combined with another impressive room like a recreation room and/or [[throne room]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Pawns will often grab meals and eat without a table when working far outside. A [[nutrient paste dispenser]] will prevent this behavior, at the cost of some wasted travel time and the mood penalty of [[nutrient paste]] itself.&lt;br /&gt;
&lt;br /&gt;
=== Comparison ===&lt;br /&gt;
Larger tables are well-suited for use in your primary dining room, while smaller tables are perfect for prison cells to help keep your prisoners happy. 1x2 tables also have the most seats per resource used. All tables function more or less identically, however, and it is perfectly reasonable to choose a table size for purely aesthetic reasons.&lt;br /&gt;
&lt;br /&gt;
If you don't want to build multiple tables, you can stagger the recreation schedule of colonists to make sure they don't take all of the space on a table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_12 align-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Cost&lt;br /&gt;
! Work to build&lt;br /&gt;
! Beauty&lt;br /&gt;
! Market value&lt;br /&gt;
! Seats&lt;br /&gt;
! Mass&lt;br /&gt;
! Max hit points&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (1x2)]]&lt;br /&gt;
| {{Required Resources|Table (1x2)|simple=1}}&lt;br /&gt;
| {{ticks/seconds | {{Q|Table (1x2)|Work To Make}} }}&lt;br /&gt;
| {{Q|Table (1x2)|Beauty}}&lt;br /&gt;
| {{Market Value Calculator|Table (1x2)|Wood}} {{Icon Small|silver}}&lt;br /&gt;
| 6&lt;br /&gt;
| {{Q|Table (1x2)|Mass Base}} kg&lt;br /&gt;
| {{Q|Table (1x2)|Max Hit Points Base}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (2x2)]]&lt;br /&gt;
| {{Required Resources|Table (2x2)|simple=1}}&lt;br /&gt;
| {{ticks/seconds | {{Q|Table (2x2)|Work To Make}} }}&lt;br /&gt;
| {{Q|Table (2x2)|Beauty}}&lt;br /&gt;
| {{Market Value Calculator|Table (2x2)|Wood}} {{Icon Small|silver}}&lt;br /&gt;
| 8&lt;br /&gt;
| {{Q|Table (2x2)|Mass Base}} kg&lt;br /&gt;
| {{Q|Table (2x2)|Max Hit Points Base}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (2x4)]]&lt;br /&gt;
| {{Required Resources|Table (2x4)|simple=1}}&lt;br /&gt;
| {{ticks/seconds | {{Q|Table (2x4)|Work To Make}} }}&lt;br /&gt;
| {{Q|Table (2x4)|Beauty}}&lt;br /&gt;
| {{Market Value Calculator|Table (2x4)|Wood}} {{Icon Small|silver}}&lt;br /&gt;
| 12&lt;br /&gt;
| {{Q|Table (2x4)|Mass Base}} kg&lt;br /&gt;
| {{Q|Table (2x4)|Max Hit Points Base}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (3x3)]]&lt;br /&gt;
| {{Required Resources|Table (3x3)|simple=1}}&lt;br /&gt;
| {{ticks/seconds | {{Q|Table (3x3)|Work To Make}} }}&lt;br /&gt;
| {{Q|Table (3x3)|Beauty}}&lt;br /&gt;
| {{Market Value Calculator|Table (3x3)|Wood}} {{Icon Small|silver}}&lt;br /&gt;
| 12&lt;br /&gt;
| {{Q|Table (3x3)|Mass Base}} kg&lt;br /&gt;
| {{Q|Table (3x3)|Max Hit Points Base}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
Prior to Beta 18, tables only came in two forms: '''short table''' (2x2) and '''long table''' (2x4). These were renamed to reflect their actual sizes, and two additional sizes (1x2 and 3x3) were added.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture|#Table]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=179748</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=179748"/>
		<updated>2026-04-27T23:58:30Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Simplifying addition.&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;
Non-critical organs can be harvested from a subject before a ghoul infusion is used on them, which will then regrow after they are turned into a ghoul.&lt;br /&gt;
&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>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=The_Mechanitor_Guide&amp;diff=179745</id>
		<title>The Mechanitor Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=The_Mechanitor_Guide&amp;diff=179745"/>
		<updated>2026-04-27T23:33:49Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Rewriting added section.&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 which gives them a {{+|12}} mood bonus when no other colonists are present but that decreases as colonist count increases, down to a limit of {{--|8}} mood when 16 or more colonists are present.&lt;br /&gt;
&lt;br /&gt;
As the mood penalty from recluse is not severely crippling, you should generally not hesitate to recruit additional colonists if they have particularly desirable traits or skills. Additionally if [[Anomaly]] is installed, mutants such as [[ghoul]]s do not count as colonists for the recluse trait and can be a strong melee combatant option.&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>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tox_pack&amp;diff=179743</id>
		<title>Tox pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tox_pack&amp;diff=179743"/>
		<updated>2026-04-27T23:25:31Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Rewrite for readability.&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;
===Riot Control===&lt;br /&gt;
Tox gas can be used to stop prison breaks or slave rebellions. However, due to the danger of tox gas in enclosed areas and its greatly reduced effectiveness outdoors, it can be very unreliable and either be ineffective or quickly result in dead escapees. It might still be a better option if all of your wardens would likely cause fatal injuries in direct combat, such as if your colonists are mostly [[sanguophage]]s or otherwise have strong melee.&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>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=179741</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=179741"/>
		<updated>2026-04-27T23:19:22Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Please check spelling and grammar in edits.&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, the Scarless gene can heal permanent injuries and ailments including Alzheimer's. It is rare to see outside of [[sanguophage]]s but has no downsides other than for colonists with [[traits|body purist]].&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>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=179647</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=179647"/>
		<updated>2026-04-25T00:47:25Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: /* 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 will continue to generate power until the power network is updated again. (This is almost certainly a bug.)&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>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=179635</id>
		<title>Defense structures</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=179635"/>
		<updated>2026-04-25T00:31:32Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: /* Cover */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Everything past early-game should to be updated to 1.6, e.g., barricades no longer prevent enemies from using cover}}&lt;br /&gt;
{{Image wanted|reason=Most images are from Beta 18, where deadfall/spike traps could be placed adjacent to each other.}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|strategies against threats|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Raids are frequent and numerous as enemies don't journey towards your base from their bases; they are instead generated into your colony by the [[storyteller]]. Players will need to fight the enemy AI for each type of hostile, but the approach may differ according to gameplay preferences, either face to face for a more combative experience or behind killboxes for a less threatening measure, or both combined.&lt;br /&gt;
&lt;br /&gt;
== Map features ==&lt;br /&gt;
Before laying blueprints, first inspect the [[map]] for natural features that can work as defenses, such as [[water]] or a [[mountain]].&lt;br /&gt;
&lt;br /&gt;
=== Water ===&lt;br /&gt;
Water and marsh tiles can be used as moats, which will considerably slow down incoming [[Raiders]], giving you some time to shoot and soften the clash before engaging in melee [[combat]]. You can build [[cover]], like [[barricade]]s just in front of the body of water.&lt;br /&gt;
&lt;br /&gt;
If large bodies of water are available, such as rivers or [[lake]]s,{{OdysseyIcon}} then [[bridge]]s can be used to manipulate raider AI by encouraging them to path through the faster bridge.&lt;br /&gt;
&lt;br /&gt;
[[File:Moats.png|500px|thumb|center|Marsh used as moats to slow enemy advance, with little islands full of spike traps.]]&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
In mountainous and hilly maps, it is possible to build defenses by enclosing the area between two hills. In an actual mountain map, it is often best to mine into the mountain and live inside, but this may be too time-consuming in the early game.&lt;br /&gt;
&lt;br /&gt;
=== Map borders ===&lt;br /&gt;
Pay attention when expanding towards the edges of the [[map]], as there's a boundary which your [[colonists]] can not build beyond that is only visible when the [[Structure]] tab is selected.&lt;br /&gt;
&lt;br /&gt;
== Early-game defense ==&lt;br /&gt;
At the very beginning, your [[security]] choices include [[spike trap]]s, [[cover]] (including [[barricade]]s, [[sandbag]]s, and [[stone chunk]]s),&lt;br /&gt;
&lt;br /&gt;
=== Stone chunks ===&lt;br /&gt;
At the very beginning of the game, colonists will often haul [[stone chunk]]s away to build structures or to clear up a [[growing zone]]. As colonists move stone chunks around, you might as well create a [[dumping stockpile zone]] for chunks on the outside of your base, covering its width and expanding it further. This is time-consuming, so only a small, 1-wide line of chunks is enough for the early game.&lt;br /&gt;
&lt;br /&gt;
[[File:Stone chunks at the outer side to prevent fire spree in tropical forest.png|500px|thumb|center|Stone chunks at the outer side to slow wildfires in tropical forest.]]&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
[[Wall]]s alone can fend off early game raids if a colonist's [[Construction]] skill is high enough to repair the wall faster than the raider can break it. A walled room will also completely defend against [[manhunter]] and carnivore attacks, who will not attack if every colonist remains indoors.&lt;br /&gt;
&lt;br /&gt;
Otherwise, walls are nearly essential for luring raiders into the area you want to fight them in. Standard raiders will always try to take the quickest, unobstructed path towards a colonist if such a path exists. This means that ''standard raiders will not try and break walls unless they are unable to reach a target''. This is the key towards most defensive structures, and can be used to construct trap hallways, chokepoints for melee fighters, strategic cover placements, and so on.&lt;br /&gt;
&lt;br /&gt;
'''Material:''' [[Wood]] is cheap and quick to build, but weak and flammable. [[Stone]] is ideal, being cheap, durable, and nonflammable, but time-consuming. [[Steel]] walls are flammable in RimWorld. [[Plasteel]] and [[uranium]] are the strongest walls but are expensive, and should generally be reserved in specific spots.&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
[[Cover]] is vital for firefights as it can block projectiles, reducing the amount of [[damage]] received by your colonists. This is an essential defense as long as colonists or turrets are directly engaging.&lt;br /&gt;
* [[Wall]]s provide 75% cover, but pawns need to &amp;quot;lean out&amp;quot; whenever firing, causing the wall to not provide its full cover. In addition, walls block line of fire.&lt;br /&gt;
* [[Barricade]]s and [[sandbag]]s provide 55% cover and do not block line of fire.&lt;br /&gt;
* [[Stone chunk]]s only provide 50% cover, which is great in the early game, but should be replaced by 55% cover when possible.&lt;br /&gt;
&lt;br /&gt;
The best arrangement of cover is a mix of walls and barricades/sandbags, as a pawn can benefit from barricades whenever they lean out from a wall. The exact ratio will depend on what angles the colonist needs to fire at, as wall tiles will limit how far a colonist can turn. Creating a U shape of cover, or a square around the colonists will ensure that they can engage enemies from multiple angles.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Cover_fire_wall.png|Example of advanced cover, mixing walls and barricades.&lt;br /&gt;
File:Sandbag_advanced_cover.png|400px|thumb|right|Example of advanced cover using sandbags only.&amp;lt;br&amp;gt;Allows full range of fire, but less cover overall.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spike traps ===&lt;br /&gt;
{{See also|Spike trap}}&lt;br /&gt;
&lt;br /&gt;
The only initially available defense that deals damage. Spike traps are single use and require careful placement. It is best to place spike traps where raiders will naturally walk through, or can be lured into, such as:&lt;br /&gt;
* Corners of your base, where enemies will likely make turns.&lt;br /&gt;
* Narrow areas even outside your base that receive frequent traffic.&lt;br /&gt;
* Chokepoints. If there is only one entrance to a room or the entire colony, raiders will have no option but to walk through it.&lt;br /&gt;
&lt;br /&gt;
If it doesn't seem obvious to you at first, one way to find out is by carefully studying raids pathing from the map borders as they close in towards your base. Watch where they go through and starting laying blueprints but forbidding them (as you are currently being attacked). &lt;br /&gt;
&lt;br /&gt;
When building spike traps, you must also leave free areas so that your colonists and friendlies can pass harmlessly, or they may accidentally step on a spike trap while exiting or trying to rearm them. As such, putting them in a 1-wide corridor is not a good idea. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Trap_choke_14.jpg|'''Trap and fence tunnel'''&lt;br /&gt;
File:Defense structures deadfall trap.png|'''Traps in potential enemy cover spots (map border)'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead, a good way to use traps is as shown above: build a 2-wide corridor as the only entrance to the base, with a spike trap, then a [[fence]] next to it. Raiders cannot open the colony's doors and do not see traps, meaning they will walk over the &amp;quot;faster&amp;quot; lane with the traps on it. Colonists will walk through the fences or use the doors.&lt;br /&gt;
&lt;br /&gt;
'''Materials:''' [[Wood]] spike traps are practical for most biomes in the early game. It is flammable, so it is ideal but not close to required to place them in stony or floored areas, or [[roof]] over the area so grass won't grow. [[Stone]] traps are more damaging and nonflammable but take a long time to build. [[Steel]] is faster than stone and more damaging still in case traps are urgently needed or steel is abundant.&lt;br /&gt;
&lt;br /&gt;
=== Bait furniture ===&lt;br /&gt;
Attackers will destroy [[furniture]] if there is no unobstructed path to a colonist, and will sometimes even stop to destroy furniture if it is between them and the nearest colonist. They may smash items or set flammable things on fire (particularly crop fields).&lt;br /&gt;
&lt;br /&gt;
Cheap wooden furniture such as a [[stool]] or [[table]] can be used as bait to lure enemies into a position where they can be more easily killed. It can also distract them by drawing a few attackers away from your base, which can help prevent your defenders from getting overwhelmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Distraction_tables_2.jpg|'''A raider lured into a dangerous position in the middle of a moat.'''&lt;br /&gt;
File:Distraction_tables_3.jpg|'''A mechanoid detoured far away from the base to smash a wooden stool.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a small added bonus, if your outdoor bait furniture consists of a table and stool, colonists completing work tasks far from your base may stop to eat there. This may help avoid the &amp;quot;Ate without table&amp;quot; negative [[thought]].&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mid-game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Perimeter wall===&lt;br /&gt;
An additional perimeter wall surrounding all the structures and growing areas of your colony is a great defense once the colony has the time to build it. It protects from fire and either concentrate raiders into a specific area (if an entrance is open), or delay raiders and cause them to split up (if no entrance is open).&lt;br /&gt;
&lt;br /&gt;
Keeping an entrance open allows the wall to act as a chokepoint - raiders will funnel through that entrance, allowing strategic placement of cover, traps, turrets, and so on. Alternatively, keeping the entrances closed will cause each raider to choose random tiles to attack, causing them to be split up and delayed. If the entrance is closed, colonists can take pot shots by entering through one doorway, firing at the split up enemies, then retreating and attacking at another direction.&lt;br /&gt;
&lt;br /&gt;
Having [[door]]s placed every 15-25 tiles or so will allow colonists to fire potshots and to venture outside if needed, e.g., to haul items or to deal with [[breacher]] raids. This can be expanded (both in height/width and number of layers) whenever needed. An &amp;quot;airlock&amp;quot; with two+ doors, separated by at least 1 tile, will keep raiders and manhunters out.&lt;br /&gt;
&lt;br /&gt;
==== Multi-layer walls ====&lt;br /&gt;
Multiple layers of wall will make it more resistant to attacks, especially against standard, non-breacher/sapper, raiders.&lt;br /&gt;
&lt;br /&gt;
When making a multi-layer wall, it is often best to ''not'' have a gap in-between layers, due to how the raider AI works. If standard AI enemies have no path to a colonist and decides not to attack furniture, they will choose a ''random'' section of accessible wall and attack it, recalculating after destruction. If the walls have a gap in-between, after the first layer is broken, it is much more likely for an enemy to randomly pick the inner wall to target next, as the entirety of the inner wall is accessible. With no gap, the enemy will be unable to access most of the inner layer, meaning they will be much more likely to destroy another outer layer wall.&lt;br /&gt;
&lt;br /&gt;
Having a gap between each layer of walls will make it possible to repair the outermost layer without going outside, and will make the wall somewhat better against explosions, so if not planning to completely close off the wall for combat tactics, having a gap may be better.&lt;br /&gt;
&lt;br /&gt;
=== Chokepoints ===&lt;br /&gt;
A chokepoint is an opening in a wall or room that raiders will have to funnel through, due to there only being one open entrance. Building a colony-wide perimeter wall with one open entrance will form an effective chokepoint. From there, it is possible to concentrate firepower there, having colonists, turrets, and traps all in one place. Once the colony has enough firepower or resources, a [[killbox]] can be built at the end of the chokepoint.&lt;br /&gt;
&lt;br /&gt;
* When building a hallway, turns can be used break line of sight. This will prevent long-range raiders from making potshots, although the turn itself can be used as [[cover]]. As of 1.6, placing [[barricade]]s at the turn will not prevent enemies from using walls as cover.&lt;br /&gt;
** Turns are a great way to support melee fighters. When building hallways - both in a chokepoint and internally within your base - you may want to build turns so that melee fighters can approach without being shot it.&lt;br /&gt;
&lt;br /&gt;
So long as raiders have a clear path to a colonist, no matter how long or winding it is, they will pass through a chokepoint if it is the only path. This can be used to slow raiders down, giving the colony more time to react.&lt;br /&gt;
&lt;br /&gt;
==== Slowing tunnel ====&lt;br /&gt;
[[File:Slowing_tunnel.png|300px|thumb|right|Short slowing tunnel in front of a wall, with alternated sandbags for maximum slowing efficiency and a twist to break line of sight.]]&lt;br /&gt;
&lt;br /&gt;
A simple and cheap tactic to slow down enemies through a chokepoint is by placing [[fence]]s, [[sandbag]]s, [[barricade]]s, or debris in a narrow hallway, alternating them with empty space. Fences/sandbags/etc. should not be placed adjacent to each other, as otherwise they will simply vault over multiple bags at once, reducing their slowing efficiency.&lt;br /&gt;
&lt;br /&gt;
=== Cover removal ===&lt;br /&gt;
While proper cover formations (see the [[#Cover|Cover section]] above) already give colonists an advantage over raiders in terms of cover, removing all sources of cover near your base is still very useful when dealing with ranged enemies as they will then have nowhere to hide. If the base is surrounded by an all-encompassing wall, only areas near the combat zone need to be cleared.&lt;br /&gt;
&lt;br /&gt;
*Haul all stone chunks towards a dump behind your defensive lines so enemies can't use them. A [[sniper rifle]] has a [[range]] of 45 tiles, though most raiders can't shoot that far, so removing chunks around 30 tiles away from your defenses can deprive many enemies of suitable cover.&lt;br /&gt;
*Remove the flora near combat zones, either by cutting or burning it. To prevent it from regrowing, it is possible to place [[roof]]s (supported by a single [[column]] or [[wall]]), which will also slow down raiders due to the lack of [[light]], and the roof's support can be destroyed to cause roof collapses.&lt;br /&gt;
*Watch out for your crop fields, as colonists tend to move and lay out chunks in straight lines when planting on [[Growing zone]] tiles, suitable for raiders to take cover behind.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Cover removal or baiting.png|Watch where enemies choose to hide and once the battle is over plan for the future.&lt;br /&gt;
Wildfire clearing.png|Intentional burning of a tropical rainforest to reduce any cover that raiders might use.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Cover baiting ====&lt;br /&gt;
[[File:Flanking_example.png|400px|thumb|right|Early-game example of cover baiting. Notice the stone chunks laid strategically so that shooters can lean out of doors to flank enemies hiding behind them. Enemies that reposition themselves to defend against one angle will be exposed to another, leaving nowhere safe to hide.]]&lt;br /&gt;
&lt;br /&gt;
Once there's no suitable cover nearby, ranged attackers will scramble to find any objects usable as cover. You can exploit this by placing any form of low cover to attract them to a place where they can be dealt with more easily. [[Stool]]s work well, though they wear out quite fast under constant fire. &lt;br /&gt;
&lt;br /&gt;
If the cover is hard to remove (such as plants and trees constantly regrowing in plant-rich biomes), you can manipulate stone chunks in ways that give them a disadvantage. For example, putting gaps between each chunk exposes the enemy behind to fire directed diagonally, or continuous lines allow missed shots to hit nearby covering enemies. If your defense line is big enough, you can bait enemies into taking cover in such a way that leaves them flanked (see picture).&lt;br /&gt;
&lt;br /&gt;
You can put traps behind the bait cover, which makes it slightly easier to trigger, though still less effective than chokepoints (see above).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Pillboxes / Bunkers ===&lt;br /&gt;
[[File:Makeshift_pillbox.png|320px|thumb|right|Map ruins converted into a pillbox.]]&lt;br /&gt;
&lt;br /&gt;
A simple early game construct, effective until mid-game. Simply build a room in any shape (or convert them from ruins) and then deconstruct a few sections of wall facing the enemy to make some holes and replace with sandbags -- these will be firing holes for your shooters, where they can use the walls and sandbags for covers. &lt;br /&gt;
&lt;br /&gt;
Bunkers should be built out of stone, as they are durable and are non-flammable. Roof over the enclosure to protect defenders from the rain, and floor can help improve beauty while protecting from fires.&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Cheap and simple, can be placed throughout multiple locations, can be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Generally not used with chokepoints (as regular cover is suitable for them), meaning risk of getting encircled or run down by melee attackers. If not placed well, the bunker’s utility will be greatly decreased, and not all map types suit bunkers. Enemies can use bunkers.&lt;br /&gt;
&lt;br /&gt;
Pillboxes can be incorporated into perimeter walls, but make sure that there is no direct entry from there, such as by building a durable door.&lt;br /&gt;
&lt;br /&gt;
=== Secondary cover ===&lt;br /&gt;
Besides your main line of cover, you may also build additional cover for various purposes:&lt;br /&gt;
#For [[Defense tactics#shield distraction|shield distraction]], building cover for your shield tanks helps them to last longer with their shields.&lt;br /&gt;
#Putting lines of sandbags perpendicular to your main cover line allows them to be used to flank enemies. Make sure that they are put a great distance away so enemies can't use it to their advantage.&lt;br /&gt;
&lt;br /&gt;
=== Burning floors ===&lt;br /&gt;
You can build flammable floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a {{Bad|{{%|{{Q|Burned floor|Move Speed Factor}}}}}} movement factor, and will persist until removed.&lt;br /&gt;
&lt;br /&gt;
=== Roof trap ===&lt;br /&gt;
This clever trap is simple to set up and hard-hitting when triggered. It can be considered a giant single-use spike trap.&lt;br /&gt;
&lt;br /&gt;
All you need to do is to erect 1 [[wall]] or [[column]] made of a low-HP material, optimally wood, then build a roof over it. When raiders walk near the wall, destroy it from a distance with long-range guns or by igniting an [[IED trap]]. After the wall is destroyed, the roof will fall, crushing the raiders on the head, neck or torso and dealing up to 20 damage (though armor will negate part of it). It is possible to damaging the wall before combat to make it easier to destroy, while removing the [[home area]] so colonists won't automatically repair it.&lt;br /&gt;
&lt;br /&gt;
This is more of a clever use of game mechanics than an actual trap, so raiders won't detect it, nor will they treat it as one.&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Large radius, cheap, penetrates shields, no risk of friendly activation. Slows down raiders.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Hard to trigger, requires space, low damage.&lt;br /&gt;
&lt;br /&gt;
As a bonus, roofs can be used as firebreaks as they will prevent the growth of grass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Roof_trap.png|Roof trap before triggering.&lt;br /&gt;
File:Roof_trap_triggered.png|Roof trap after triggering, having injured some raiders (some through shields) and left a large pile of rubble.&lt;br /&gt;
File:Roof_trap_auto.png|More refined roof trap design with stools to lure the enemy into using them as cover, along with an IED trap to automatically trigger the trap. Significantly more expensive.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage minimization ===&lt;br /&gt;
These are ways to minimize damage done to your base.&lt;br /&gt;
&lt;br /&gt;
[[File:Walled_geothermal_generator.png|200px|thumb|right|Walled geothermal generator. The extra space allows heat to escape without being trapped inside. Note that the entire setup is unroofed.]] &lt;br /&gt;
&lt;br /&gt;
==== Firebreaks ====&lt;br /&gt;
&lt;br /&gt;
2-tile wide strips of concrete, metal or stone tiles are capable of stopping the spread of fires. This can prevent many fires from reaching your base and burning it down. This is more important for plant-rich biomes with large amounts of flammable material.&lt;br /&gt;
&lt;br /&gt;
You can build one surrounding your base, and divide the map into sections in order to control fires. You can also use them to separate crop fields such that a fire won't consume all your crops.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that building such amounts of floors usually requires huge amounts of building materials - if you have stone on hand it is better to build a perimeter wall out of stone instead, with the added advantage of fortifying defenses.&lt;br /&gt;
&lt;br /&gt;
==== Grazing animals ====&lt;br /&gt;
&lt;br /&gt;
Setting lots of grazing animals around the outside of the base helps clear away grass, slowing or stopping the spread of fires towards your base. They may also distract raiders during raids, but at quite a cost.&lt;br /&gt;
&lt;br /&gt;
==== Walling structures ====&lt;br /&gt;
&lt;br /&gt;
You should build an additional wall around your important structures, such as generators, power conduits or cash crops, even if you do have a perimeter wall in place. This causes raiders to prioritize other targets over these, averting destruction.&lt;br /&gt;
&lt;br /&gt;
For geothermal generators, remember to have some exposed roof areas so the heat from the generator can vent out instead of being trapped inside.&lt;br /&gt;
&lt;br /&gt;
==== Power network ====&lt;br /&gt;
[[Hidden conduit]]s are totally immune to damage and cannot cause a [[short circuit]], meaning the entire power grid can be secured by building using hidden conduits alone. Even one regular [[power conduit]] can cause short circuits, draining [[batteries]] and potentially disconnecting the base's power grid.&lt;br /&gt;
&lt;br /&gt;
=== Panic room ===&lt;br /&gt;
[[File:Panic_room_example.png|400px|thumb|right|Example of a panic room built inside a mountain.]]&lt;br /&gt;
&lt;br /&gt;
You can dig out a panic room deep into the mountains or build one out of very thick walls. This provides a good escape if you know that you can't defeat an incoming group of raiders, or you are losing and need retreat, provided you manage to get to the room in time.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you dig one out of the mountains, you gain immunity against mortar shells and some innate temperature control. You will need to make many layers of doors (at least 6) as the raiders will focus down the doors.&lt;br /&gt;
*If you build one using thick walls you have more flexibility in its positioning, and you don't need that many layers of wall - 4 layers are OK, since raiders will divert their attention to the walls as well instead of focusing down the doors.&lt;br /&gt;
&lt;br /&gt;
You don't need to make the panic room big enough to accommodate the whole colony, as the point of a panic room is to preserve colonists in a dire situation so you can rebuild later on. Choose the colonists most important to you when it's time to escape to these rooms.&lt;br /&gt;
&lt;br /&gt;
Panic rooms also need the following:&lt;br /&gt;
*Enough food to last 1-2 days at full capacity&lt;br /&gt;
*Medicine for the wounded, for injury is likely during the retreat&lt;br /&gt;
*Joy objects (otherwise colonists may face a huge -20 mood penalty)&lt;br /&gt;
&lt;br /&gt;
If you want, you can put beds and tables to make sure your colonists don't feel too bad while cooped up inside. You can also choose to put building materials to seal up the entrance with cheaper and more durable walls. Putting resources inside also helps with rebuilding, though they take up space.&lt;br /&gt;
&lt;br /&gt;
While inside the room, if you're down on your last door or layer of wall, assign your best builder to hold the door by repairing it, and make sure the others don't go out. Disabling firefighting for covering colonists or restricting them to the panic room can help stop them from leaving. If the doors are unable to hold, use the breach as a chokepoint instead, and take as many enemies down with you.&lt;br /&gt;
&lt;br /&gt;
Consider building multiple panic rooms so your colonists have another panic room within reach if a raid blocks off access to one. You can also choose to build another exit so you can flee to another room should the original be overrun.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mid-late game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
Turrets are automated defenses which shoot at enemies in range but require materials to reload. There are three main varieties: the [[mini-turret]], [[autocannon turret]], and [[uranium slug turret]]. There are also two unconventional turrets, including [[rocketswarm launcher]]s and [[foam turret]]s.&lt;br /&gt;
&lt;br /&gt;
Turrets should not be relied solely upon for defense. A perimeter wall of turrets will not remain viable for too long, as the turrets will quickly get overwhelmed while not all the turrets are actively helping combat. While turrets are more effective in [[killbox]]es, certain raid strategies like [[drop pod]], [[breacher]], and [[sapper]] will ignore the killbox, so preparing defenses and gearing colonists is important. In addition, a [[solar flare]] will shut down all turrets.&lt;br /&gt;
&lt;br /&gt;
While protecting the outside starting area, you may want to rapidly pause the game during raids and give orders to repair damaged turrets. &lt;br /&gt;
&lt;br /&gt;
Remember that turrets may explode when critically damaged, so get your colonists to run from them.&lt;br /&gt;
&lt;br /&gt;
[[File:Turret_range_comparison.png|1200px|thumb|left|Visualization of effective turret range of all three turrets, from uranium slug turret (top), to autocannon turret (middle), to mini-turret (bottom). &amp;lt;br&amp;gt;&lt;br /&gt;
Green is '''80 - 100% of peak accuracy''', blue is '''50 - 80% of peak accuracy''', red is '''below 50% of peak accuracy''' and grey is '''outside range'''. Gold tiles are spaced every 5 tiles.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== [[Mini-turret]] ====&lt;br /&gt;
Mini-turrets fire light bullets at enemies within its range.&lt;br /&gt;
&lt;br /&gt;
With its low firepower it is not a good idea to extensively rely on them, especially in mid-late game. However they do provide decent additional fire to lay on the enemy when combined with gunners, and also serve as a distraction from your more valuable colonists.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Can be uninstalled and re-deployed wherever needed, making their placement slightly less of an issue&lt;br /&gt;
*No exclusion zone allows them to fire at touch range&lt;br /&gt;
*1x1 size makes it harder to hit and more compact&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
&lt;br /&gt;
Building turrets out of [[plasteel]] brings their health to 335 (up from 120), making them substantially more durable and slightly less flammable.&lt;br /&gt;
&lt;br /&gt;
==== [[Autocannon turret]] ====&lt;br /&gt;
Autocannons deal moderate damage and are long-ranged, but have an exclusion zone making them less effective against close enemies in the frontline.&lt;br /&gt;
&lt;br /&gt;
They are somewhat costly to build and maintain. Despite its long maximum range, it is mainly effective at short-medium ranges due to its accuracy.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Shots deal decent damage&lt;br /&gt;
*Somewhat high fire rate&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
*Somewhat high cost per shot&lt;br /&gt;
&lt;br /&gt;
==== [[Uranium slug turret]] ====&lt;br /&gt;
A long-range turret that fires a high powered uranium slug.&lt;br /&gt;
&lt;br /&gt;
It is more accurate than the other turrets at long distances and has much longer range, but is more expensive to maintain and performs poorly at close range.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High damage shots&lt;br /&gt;
*Extremely high armor penetration, able to negate most all armor on an enemy&lt;br /&gt;
*Accurate at long ranges&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High cost per shot&lt;br /&gt;
*Not good at close ranges&lt;br /&gt;
&lt;br /&gt;
==== [[Rocketswarm launcher]] ====&lt;br /&gt;
Rocketswarm launchers must be manually controlled, and fire one barrage of rockets before needing to be reloaded.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Wide AOE.&lt;br /&gt;
* Cheaper than autocannons, and reloads using [[chemfuel]] instead of metal.&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Requires a colonist to aim it.&lt;br /&gt;
* Rockets will destroy structures, meaning the base needs to be designed with rockets in mind.&lt;br /&gt;
* Not very effective unless enemies are clumped up. Having enemies clumped up is bad for other types of defenses.&lt;br /&gt;
&lt;br /&gt;
==== Weaknesses ====&lt;br /&gt;
Turrets are most vulnerable to the following things:&lt;br /&gt;
&lt;br /&gt;
*Explosives deal immense damage to turrets. All forms of regular explosives wielded by raiders are capable of 1-hitting a steel mini-turret and leaving a plasteel one at less than half health.&lt;br /&gt;
*EMP stuns the turrets. Enemy EMP is very uncommon, but friendly fire can disable turrets.&lt;br /&gt;
*[[Smokepop pack]]s prevent turrets from locking onto targets within or behind smoke. An enemy equipped with it can create a safe zone from turret harm.&lt;br /&gt;
**This is a great issue in killboxes, where turret firepower is often concentrated, as an enemy that activates the belt will essentially be able to nullify a large portion of your defensive firepower.&lt;br /&gt;
&lt;br /&gt;
Turrets can be ignited, and are unable to put themselves out. Given enough time, flames can debilitate the turret.&lt;br /&gt;
&lt;br /&gt;
For the mini-turret, long-ranged gunners can shoot from outside their range without retaliation from the turret. This includes [[lancer]]s with their [[Charge lance]], making them less than ideal for fighting off [[Mechanoid]] incursions.&lt;br /&gt;
&lt;br /&gt;
==== Turret placement ====&lt;br /&gt;
* Placing turrets in a [[#Chokepoint|chokepoint]] and/or [[killbox]] is effective, allowing all the turrets to be concentrated into one area instead of having them be spread out. Placing more than 1 line will allow the colonists to fall back in case raiders advance too far.&lt;br /&gt;
* Turrets can benefit from [[cover]], so placing [[barricade]]s or [[sandbag]]s in front of the turret will improve its performance.&lt;br /&gt;
* Since melee enemies will try to attack turrets, placing traps in front of them is a great way to protect the turret further.&lt;br /&gt;
* Turrets will explode, so place turrets at least 3 tiles apart from each other to avoid a chain reaction.&lt;br /&gt;
&lt;br /&gt;
==== On-demand turret deployment ====&lt;br /&gt;
&lt;br /&gt;
For mini-turrets, instead of placing static turrets around the perimeter, you can instead keep them uninstalled and placed in the center of your base. Once raiders come, have a builder install them facing the battlefield, behind your cover. This helps to save power and also allows you to utilize turrets more efficiently as you can keep more turrets engaged on the enemy rather than just sitting there due to lack of contact with the enemy.&lt;br /&gt;
&lt;br /&gt;
This tactic is less effective against melee charges who will swarm your defenders before you have enough time to react.&lt;br /&gt;
&lt;br /&gt;
==== Turret power switch ====&lt;br /&gt;
Turrets should be turned off whenever not in use. Turrets can be turned on/off quickly by installing a [[power switch]] that connects all your turrets to the main power grid.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it is possible to build a single unconnected [[hidden conduit]] near the turrets. By using the reconnect gizmo, the turrets will switch from the unconnected &amp;quot;grid&amp;quot; to the main grid, taking no time in the process.&lt;br /&gt;
&lt;br /&gt;
=== Mortars===&lt;br /&gt;
A [[mortar]] attack can be effective at forcing [[siege]]s to start attacking directly, culling raiders as they prepare, and dealing with [[crashed ship part]]s and [[mech cluster]]s{{RoyaltyIcon}}. However, mortars are fairly inaccurate, so multiple mortars are often needed to be effective, and their long travel time means hitting moving raiders is difficult. Skilled colonists are more accurate with mortars, but unskilled colonists can still provide supportive fire and they can be effective with large-radius shells like [[EMP shell]]s and [[smoke shell]]s.&lt;br /&gt;
&lt;br /&gt;
Always remember to manually unassign colonists from mortars, or they'll continue standing there until they eventually collapse from exhaustion, starvation, or have a mental break.&lt;br /&gt;
&lt;br /&gt;
An important point to remember is that while your colonists are better at dealing with single or spread-out enemies, mortars are designed for heavily grouped enemies. If you diffuse your enemies, the mortars will not be able to hit the enemies easily.&lt;br /&gt;
&lt;br /&gt;
Don't aim mortars anywhere too close to your colonists otherwise you risk friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Mortar pits ====&lt;br /&gt;
[[File:Mortar_Pit.png|320px|thumb|right|8-mortar battery. Note the separation between the mortars, and walls to block explosions.]]&lt;br /&gt;
&lt;br /&gt;
Mortars cannot be fired through a roof, but they can still be placed indoors for security and colonist happiness. Note that mortars will explode if damaged enough, which, while rare, can happen due to enemy mortar shells. Separating each mortar, as well as the mortar shells, with high HP walls will prevent a chain reaction from destroying the entire mortar pit. Building mortars with [[plasteel]], [[uranium]], or [[bioferrite]]{{AnomalyIcon}} will give mortars high enough HP to survive multiple explosions.&lt;br /&gt;
&lt;br /&gt;
Mortars can't fire at anything within 30 tiles of it, so you will need to place the mortars deep inside your base for maximum coverage.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that your landing mortar shells will blow up anything nearby, including pawns and things of yours that raiders don't commonly target&lt;br /&gt;
&lt;br /&gt;
==== Quantity ====&lt;br /&gt;
The number of mortars needed depends on how they will be used:&lt;br /&gt;
* For provoking [[siege]]s, one mortar firing [[incendiary shell]]s is often enough so long as fire is allowed to spread. It is also possible to get away with using one mortar firing [[high-explosive shell]]s with a great shooter.&lt;br /&gt;
* For stunning mechanoids with [[EMP shell]]s, multiple mortars are needed, especially against [[mech cluster]]s{{RoyaltyIcon}} with [[mech high-shield]]s (which require 1 EMP + multiple regular mortars at minimum). &lt;br /&gt;
* For damaging general raids with high-explosive shells, even more mortars are required.&lt;br /&gt;
&lt;br /&gt;
==== Shells ====&lt;br /&gt;
There are different shells available to be loaded into the mortar.&lt;br /&gt;
&lt;br /&gt;
*[[High-explosive shell]]s are the go-to ammo for dealing damage to enemies and buildings.&lt;br /&gt;
*[[Incendiary shell]]s deal weak damage against pawns, but they can cause an enemy siege's own mortar shells to explode, causing the siege to start attacking directly.&lt;br /&gt;
*[[EMP shell]]s stun mechs and break shields, making them useful but highly situational. They have a large blast radius, meaning that their inaccuracy is less of a problem compared to the others. Their ability to break [[mech high-shield]]s {{RoyaltyIcon}} is particularly useful.&lt;br /&gt;
*[[Smoke shell]]s will block turrets from locking on and reduce enemy fire, but a [[smoke launcher]] or [[smokepop pack]] are typically better for this role.&lt;br /&gt;
*[[Firefoam shell]]s can be used to extinguish fires outside your base, but is useless against any inside, due to the mortar's blind spot.&lt;br /&gt;
*[[Deadlife shell]]s{{AnomalyIcon}} revive nearby corpses as [[shambler]]s. More useful as an [[IED deadlife trap|IED trap]] than as a shell, as it is unlikely that corpses will pile up in the area raiders arrive in.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
As you unlock research, and obtain more manpower and resources, you can lay more traps to debilitate incoming raiders.&lt;br /&gt;
&lt;br /&gt;
==== Understanding AI ====&lt;br /&gt;
Raiders cannot use the colony's doors, cannot see traps, and will traverse through the quickest unobstructed path to a colonist. Colonists can step on traps if walking over their tile, but can see traps and will take slower routes or doors to avoid them.&lt;br /&gt;
&lt;br /&gt;
Building [[door]]s and [[fence]]s to give colonists a quicker path, as with a [[#Spike traps|spike trap tunnel]], will allow colonists to travel while funneling enemies into a single chokepoint.&lt;br /&gt;
&lt;br /&gt;
==== [[IED trap]]s ====&lt;br /&gt;
Early on, you may want to focus on armed colonist defense with turrets, but as the raiders grow in number, it becomes more efficient to use a bit of metal to kill several at once than to invest a lot of metal in a turret that costs nothing to fire, but will explode rapidly due to large raider groups.&lt;br /&gt;
&lt;br /&gt;
IED traps are extremely effective when used correctly, however in open areas they are mostly useless as the raiders are highly unlikely to step on any of the traps, and even if they do they're usually not tightly packed enough for the trap to cause serious damage. Thus, it is better if you combine traps with funneling to force the raiders together.&lt;br /&gt;
&lt;br /&gt;
1 IED trap can trigger other IED traps in its explosion radius. This may or may not be desirable depending on the situation; you can easily set off a chain reaction to destroy a whole incoming raider horde, but also use up much more resources. They also damage nearby structures, such as walls or spike traps, so don't put too many close to each other.&lt;br /&gt;
* Rather than setting more IED traps near existing ones, you can just place the [[Mortar shell]]s themselves, or even some [[Chemfuel]] on the ground for the same effect as a molotov cocktail blast. However, unless you can restrict them to placing just 1 of each it's more expensive to do so.&lt;br /&gt;
** Chemfuel has 50 HP, ''just'' within the damage threshold of an IED trap, but the shells have 70, so you will need to pre-damage them or leave them on the ground to deteriorate first if you want to use this tactic.&lt;br /&gt;
&lt;br /&gt;
IED traps have a delay before exploding, allowing some raiders to escape. Raiders will attempt to run from an exploding trap, though the fuse is short enough to catch some of them.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High area damage&lt;br /&gt;
*Raiders usually less protected against explosives&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High resource cost&lt;br /&gt;
*Single-use, non-rearmable&lt;br /&gt;
*Requires research&lt;br /&gt;
*Does not instantly trigger&lt;br /&gt;
&lt;br /&gt;
==== [[IED incendiary trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that sets enemies on fire. It's a more situational pick compared to the regular trap, due to its incendiary nature.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Distracts enemies while they are on fire&lt;br /&gt;
*Penetrates shields&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Low damage&lt;br /&gt;
*Not effective against [[Mechanoid]]s&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective. With that, it is a good defensive choice against heavily armored or shielded enemies, with the flames providing good distraction while your colonists shoot them down. &lt;br /&gt;
&lt;br /&gt;
It synergizes great with brawlers, which will prevent the enemy from attempting to extinguish the flames while fighting.&lt;br /&gt;
&lt;br /&gt;
==== [[IED EMP trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that creates an EMP pulse. It's a more situational pick compared to the regular trap, due to its EMP explosion.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Instantly downs shields&lt;br /&gt;
*Stuns mechanoids for a long time&lt;br /&gt;
*Large blast radius&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*'''No physical damage'''&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective as it can't deal any damage. It is excellent against mechanoids or shielded enemies, however.&lt;br /&gt;
&lt;br /&gt;
==== Mountain trap ====&lt;br /&gt;
An extreme version of the roof trap using overhead mountains instead of constructed roofs.&lt;br /&gt;
&lt;br /&gt;
To use it, you mine out a whole mountain except a pillar in the center. Then you damage that pillar until it has just a sliver of health left (25 or less for easy activation with a single [[sniper rifle]] shot). Mining out all the rocks at once will result in your colonists getting crushed by the trap.&lt;br /&gt;
&lt;br /&gt;
It is triggered the same way as the regular roof trap, and has the same effect radius except victims are instantly killed and buried.  &lt;br /&gt;
The collapsed rocks spawned after this trap is triggered can be useful or harmful depending on the situation.&lt;br /&gt;
&lt;br /&gt;
Rearming it is a lengthy process as you will have to mine out lots of rocks. This does provide a decent way to train miners though.&lt;br /&gt;
&lt;br /&gt;
Pros&lt;br /&gt;
*'''Instantly kills any enemy'''&lt;br /&gt;
*Leaves no corpses&lt;br /&gt;
&lt;br /&gt;
Cons&lt;br /&gt;
*Takes much longer and is more dangerous to re-arm&lt;br /&gt;
**You have to mine out everything then support the mountain roof with a low-HP wall; compare with regular roof trap which simply requires building the wall and the roofs&lt;br /&gt;
**Colonists risk death if you aren't careful&lt;br /&gt;
*No loot or capturable downed raiders&lt;br /&gt;
*Overhead mountains may not be easily available&lt;br /&gt;
&lt;br /&gt;
In mountainous areas where overhead mountains are abundant, this trap can absolutely destroy any incoming raids, especially when combined with funneling.&lt;br /&gt;
&lt;br /&gt;
=== Reactive firefoam poppers ===&lt;br /&gt;
&lt;br /&gt;
You should have some uninstalled firefoam poppers on hand. When a fire starts and you need to extinguish or control it, you can reinstall them near the fire, and trigger them.&lt;br /&gt;
&lt;br /&gt;
Firefoam on the ground slows movement speed of pawns by about 25%. As it covers a wide area, this can be slightly useful as area denial to slow down charging melee attackers, though it prevents the use of fire against them.&lt;br /&gt;
&lt;br /&gt;
=== Firefoam roof array ===&lt;br /&gt;
&lt;br /&gt;
Due to the slight slowing effect of firefoam, you can deploy a large amount of it to slow down enemies crossing by. However, since rain washes it away, you need to erect a roof to prevent that from happening. You also need to clear home area so colonists leave the firefoam alone.&lt;br /&gt;
&lt;br /&gt;
This has the added effect of creating an excellent firebreak against wildfires, as well as creating a [[#Roof trap|roof trap]] that can damage enemies.&lt;br /&gt;
&lt;br /&gt;
Initial deployment of the firefoam is very expensive without the use of chokepoints so it isn't recommended for open base designs.&lt;br /&gt;
&lt;br /&gt;
== Killboxes ==&lt;br /&gt;
[[File:Killzone.png|500px|thumb|right|An example of a killbox. [[Fence]]s spaced 1-tile apart slow enemies down. Barricades near the entrance prevent enemies from standing on the corner. Traps and fences allow colonists to pass unimpeded, but enemies will walk through the traps. Doors can be closed in case of [[manhunter]]s.]]&lt;br /&gt;
&lt;br /&gt;
Killboxes are heavily trapped, armed areas where enemies are funneled into so they can be destroyed easily.&lt;br /&gt;
&lt;br /&gt;
They almost always consist of a funnel which directs raiders into it, like a wall with a single opening, which opens into a zone where your colonists and turrets are located.&amp;lt;br&amp;gt;&lt;br /&gt;
Raiders will then trickle in, allowing colonists or turrets to concentrate fire on them, or traps to destroy them while they try to move in to attack. In the killzone, enemies lack cover and are within close range, while your colonists have plenty of cover to fight from.&lt;br /&gt;
&lt;br /&gt;
This is an extremely effective way to defeat most raids, as the enemies will often be overwhelmed by the sheer firepower raining on them. It also allows effective use of traps, as funneling enemies greatly increases the chance one's going to trigger them. A well-built killbox can easily neutralize the threat of many raids, which may make the game less fun for some players.&lt;br /&gt;
&lt;br /&gt;
Note that killboxes aren't a catch-all solution to enemy threats, and you still need tactics to handle drop pod raiders or sappers.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
The entryways should lead to a large 'box' where the killing begins (hence 'killbox'). The box should be surrounded by cover sources (preferably walls plus sandbags) where your colonists fire on the enemy. For increased firepower you may build turrets as well, away from your colonists' firing line and separated from each other by walls, in case they explode.&lt;br /&gt;
&lt;br /&gt;
It's always best to double-wall the &amp;quot;receiving&amp;quot; end of your killboxes as the sheer firepower raining on your enemies will inevitably destroy some of your own walls by accident, allowing raiders to flood in from another direction, bypassing traps and overwhelming your defenders. This is especially true if you use explosives such as frag grenades or IED traps to kill incoming enemies.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entryways ===&lt;br /&gt;
&lt;br /&gt;
Any entryways of the killbox should not be straight, otherwise raiders will simply fire using the entryway as cover. Instead, you should have a turn to break line of sight, prompting the raiders to enter an area where you can get them easily. For better effect, put a grave or other similar object that raiders can't stand on. The entryway should be single wide to allow the use of [[Defense tactics#Melee blocking|melee blocking]] if necessary.&lt;br /&gt;
&lt;br /&gt;
The below shows the results of different killbox entryways.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Killbox_right.png|Right design of a killbox entryway. Raiders are prompted to move into the killbox, sometimes so close that they prefer to melee attack instead of shoot.&lt;br /&gt;
File:Killbox_wrong.png|Wrong design of a killbox entryway. Raiders are bunching up in the entryway, using its walls as cover.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Entryways should be long, but not too long, corridors with [[sandbag]]s or [[barricade]]s every second tile to slow enemies. Do not place a continuous line of sandbags or barricades, as pawns only slow down when they are climbing on and off the two (similar to real life, as you can just run on the barricade after you climb on it). In between the spaces, spike traps can be placed to soften up the raiders (with doors adjacent to the sandbags so your colonists can replace them). At the end of the corridor, place a T-Shaped sandbag line (do not alternate with empty tiles like before), as pawns cannot stand on the sandbags and therefore are incapable of using the corridor exit walls as cover. [[IED trap]]s can be used, but should be used sparingly lest they blow up all the walls of the corridor.&lt;br /&gt;
&lt;br /&gt;
Don't make your entryway excessively long, otherwise raiders will think it's not worth it going such a distance and will decide to go for something else instead. Manhunters however will still chase colonists down a long corridor or over extreme distances, so you can have some dedicated anti-manhunter killboxes with extra-long corridors for this purpose.&lt;br /&gt;
&lt;br /&gt;
If your entryway is long then you may need to build doors to allow friendlies to enter without setting off your own traps or having to go through all the obstacles. This door obviously needs to be fortified against enemy attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Slowing_tunnel_long.png|Entryway with alternating sandbags to slow raiders and doors to provide access. Slows raiders but not colonists.&lt;br /&gt;
&amp;lt;!-- File:Trap_tunnel.png|Same entryway but with spike traps. Deals heavy damage to incoming raids but costs a lot to build. --&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Different equipment is necessary in different situations. &lt;br /&gt;
&lt;br /&gt;
==== Short-range killboxes ====&lt;br /&gt;
Colonists defending in a short-range killbox will be shooting at a large number of targets no more than a few tiles away. Thus, defenders should use close ranged high damage weaponry for firing at raiders.&lt;br /&gt;
&lt;br /&gt;
* [[Chain shotgun]]s inflict extreme pain at killbox range, surpassing the DPS of every other weapon at short range or less.&lt;br /&gt;
* [[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox, but require large amounts of resources to craft ({{Required Resources|Minigun}}).&lt;br /&gt;
* [[Charge rifle]]s and [[heavy SMG]]s are second-tier picks, being able to dish out hurt against closely grouped targets at close-mid ranges.&lt;br /&gt;
* Long range weapons are not optimal due to low DPS. Instead, use them to pick off survivors outside the killbox.&lt;br /&gt;
* Grenades are good if you can time them right. Throw them near the entrance where each explosion can hit a tight group of raiders, especially if they're slowed down with obstacles, but take care not to demolish your own walls.&lt;br /&gt;
*Have melee colonists stand nearby as raiders who enter your killbox may decide to melee charge you instead.&lt;br /&gt;
&lt;br /&gt;
==== Long-range killboxes ====&lt;br /&gt;
Colonists defending in long-range killboxes will be shooting at bunched up raiders. Thus, defenders should use mid-range, fast firing, and decently accurate weapons to inflict as much damage as possible. Note: It is possible to modify a killbox in a pattern that leverages both long and short range weapons. This can be accomplished by creating a passage that has a 45 degree angle &amp;quot;open to the field&amp;quot; while keeping the main 90 degree passage open to short range fire only.&lt;br /&gt;
&lt;br /&gt;
* [[Charge rifle]]s are the best weapon{{Check Tag|Arguable}} for this purpose, shooting 3 semi-accurate high damage charge shots. It also has a decent 26 tile range and an excellent 35 percent armor penetration, essential for killing targets late game, when your killbox is more developed.&lt;br /&gt;
* [[Heavy SMG]]s are excellent alternatives to charge rifles. Significantly cheaper but similarly skill friendly and with a solid DPS. &lt;br /&gt;
* [[Assault rifle]]s are basically charge rifles with lower damage and armor penetration, but making it up for its longer range and higher accuracy. Higher skilled pawns are required to make use of their range however. &lt;br /&gt;
* [[Minigun]]s, [[Chain shotgun]]s, and perhaps [[LMG]]s are second options, excelling at crowd control, especially against tribals.&lt;br /&gt;
* Explosive weapons are not advised, as raiders will be moving around the killbox frequently, and grenades have a delay between the grenade hitting the ground and the explosion of the grenade.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
You can put turrets in a killbox. They help to provide additional firepower alongside your colonists.&lt;br /&gt;
&lt;br /&gt;
You may also choose to fully arm your killbox with turrets, with enough to single-handedly take out raids especially in tandem with traps. Doing this allows you to defeat raids automatically without the need to divert colonists from other jobs, but eats up power when active and resources to maintain, and is vulnerable to solar flares, EMP grenadiers or smoke, so you will need backup.&lt;br /&gt;
&lt;br /&gt;
Turrets should preferably have their own cover. They should also be connected to a separate grid which can be shut off to deactivate them all, to save power when not active.&lt;br /&gt;
&lt;br /&gt;
Mini-turrets and autocannons are the best choices for killboxes, being able to dish out hurt at killbox ranges. Place mini-turrets close up to the enemy, while place autocannons slightly farther away to keep enemies out of its minimum range.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you can keep the enemy in one spot, a specially designed killbox can allow uranium slug turrets to function well. Uranium slug turrets are most accurate at 40 tiles or above, achieving a maximum of ~61% accuracy against human enemies, so you will need to place them that far from the entrance, and distract enemies so they do not go closer. Slug turrets are good against tankier pawns, as a uranium slug can easily rip through [[Centipede]] and [[Power armor]].&lt;br /&gt;
&lt;br /&gt;
It is better to 'Hold fire' until the enemies have actually entered the killbox, for all the turrets will focus fire on the first enemy to try and go through the entrance, which is very much overkill.&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
As [[Defense tactics#Melee blocking|melee blocking]] is more effective than even a killbox used normally against melee only attacks, it's best to have somewhere that you can do this.&lt;br /&gt;
&lt;br /&gt;
Melee blocking can be done at killbox entrances, as long as it is one-tile wide and has sufficient empty space in front. Both the entrance to the killing area and the entrance to the covered area where colonists fire onto enemies will work:&lt;br /&gt;
*Doing it in the killing area allows you to spare the turrets from immediate destruction, and they may add firepower.&lt;br /&gt;
*Doing it in the covered area entrance allows you to sustain fewer injuries by having the turrets take the damage first.&lt;br /&gt;
&lt;br /&gt;
=== Explosive weapons ===&lt;br /&gt;
&lt;br /&gt;
Enemies carrying explosive weapons can be very damaging towards your killbox and the defenders inside.&lt;br /&gt;
&lt;br /&gt;
[[Centipede]]s with [[inferno cannon]]s can counter killboxes as the fire makes your colonists lose control and run out of cover, and the flames can destroy turrets easily. Having some [[firefoam popper]]s inside your box helps a lot with extinguishing fires and preventing future fires.&lt;br /&gt;
&lt;br /&gt;
Another counter for killboxes are raiders with the [[triple rocket launcher]] and [[doomsday rocket launcher]]. If they manage to shoot inside your box the damage can be massive, and it is hard to distract them in a killbox. You can concentrate fire from your colonists on them, or keep [[psychic shock lance]]s and [[psychic insanity lance]]s near and use them if you see that they will not die fast enough.&lt;br /&gt;
&lt;br /&gt;
=== Fire killbox ===&lt;br /&gt;
&lt;br /&gt;
Besides killing enemies with conventional weapons, roasting them with fire is also an effective choice. You need to lure them inside, light up flammable objects to heat up the killbox, and evacuate colonists so they don't get roasted as well.&lt;br /&gt;
&lt;br /&gt;
Fire killboxes are slightly more complicated to operate than a regular one, where you can simply wait inside and fire; you will need to direct colonists, while others light up fires and then make a break for it. &amp;lt;br&amp;gt;&lt;br /&gt;
You can shut off the killbox by either leaving doors open to let enemies in, which you then shut off by disabling &amp;quot;keep open&amp;quot;, then directing a colonist through them, or by building walls.&lt;br /&gt;
&lt;br /&gt;
They need to be at least walled to prevent enemies from breaking out, and also to insulate it from the outside so that temperatures rise faster. Stone walls are optimal as they are non-flammable.&lt;br /&gt;
&lt;br /&gt;
== Killhall ==&lt;br /&gt;
{{rewrite|section=1|reason=Largely similar to killboxes, should be merged with that section}}&lt;br /&gt;
Another possibility is to build a long corridor with traps, that can also be used shoot enemies from cover: a &amp;quot;killhall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It acts as an active and passive defense:&lt;br /&gt;
* If used actively, it allows to kill enemies will little to no harm done to colonists, and with little damage to repair after the attack.&lt;br /&gt;
* If used passively, it'll lure enemies into [[spike trap]]s. Only very large or tough groups of enemies may go through (by springing all the traps), or possibly enemies with the &amp;quot;[[nimble]]&amp;quot; trait (that will avoid all of them).&lt;br /&gt;
&lt;br /&gt;
If the first part has many obstacles (e.g. [[stone chunk]]s, [[barricade]]s or [[sandbags]]), and another branch of the corridor is empty and ended with a flimsy door (e.g. a wooden [[door]], or better: an [[animal flap]]), fleeing enemies will try to escape by this seemingly faster exit, but they will fall into another group of spike traps, eliminating the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
A drawback is that last part of the corridor has to be quite long to work properly, i.e. a bit more than the [[Property:Range|range]] of the weapons used (e.g. 30 tiles for [[assault rifle]]s and [[charge lance]]s, 45 for [[sniper rifle]]s).&lt;br /&gt;
This is not an issue if it is placed under a mountain, the best location being at the corner of the map.&lt;br /&gt;
&lt;br /&gt;
=== Attack of a killhall ===&lt;br /&gt;
An attack will proceed as follows: &lt;br /&gt;
# Enemies will be lured into the hall, thinking it is an unobstructed way into the base.&lt;br /&gt;
# They are slowed by obstacles, leaving time for colonists to take position inside doors, hidden behind wall corners, waiting for them.&lt;br /&gt;
# Enemies are shot one by one by colonists, they are slowed by stone chunks and cannot rush in for a melee attack before they get shot. Enemies who shoot behind their friends others can sometimes hit them by mistake.&lt;br /&gt;
# Once half of them are dead, they decide to flee, but instead of going back by the way they used to enter, that looks cluttered by chunks, they try to break the doors on the side of the corridor.&lt;br /&gt;
# They are still shot at by colonists, but once they broke a door, it seems that there is only a flimsy animal flap between them and liberty.&lt;br /&gt;
# Unfortunately, what seems to be an exit path is littered with spike traps and they get killed one by one by them.&lt;br /&gt;
# If some of them still manage not to get killed by the traps, they get shot like clay pigeons in the exit corridor.&lt;br /&gt;
# It is now time for the colonists to strip the dead enemies of their possessions and store their corpses for later use...&lt;br /&gt;
&lt;br /&gt;
If colonists decide not to attack the invaders, half of them will be killed by the traps on the entrance way, the other half on the exit way.&lt;br /&gt;
If the attackers are manhunting animals or [[mechanoid]]s, they will not try to escape and will all be shot or being trapped.&lt;br /&gt;
&lt;br /&gt;
=== Example of a practical implementation ===&lt;br /&gt;
&lt;br /&gt;
[[File:Killhall.png|500px|center]]&lt;br /&gt;
&lt;br /&gt;
# Entrance and &amp;quot;escape exit&amp;quot;.&lt;br /&gt;
#* The entrance has a door &amp;quot;held open&amp;quot; and &amp;quot;forbidden&amp;quot;, so enemies can enter, but not friendlies.&lt;br /&gt;
#* The &amp;quot;escape exit&amp;quot; has an [[animal flap]] (can be substituted by a wooden [[door]]), leading fleeing enemies  to think that they can break it to escape quicker.&lt;br /&gt;
# &amp;quot;Slowing down&amp;quot; corridor, filled with [[stone chunk]]s spaced one tile apart that will slow down enemies, give time to prepare and make this path look like a slower way to escape.&lt;br /&gt;
# &amp;quot;Shooting range&amp;quot; corridor, where enemies will be shot at from distance and will be forced to advance one behind another. It is also filled with stone chunks to slow them while they're being shot at (as chunks may be moved or destroyed during the attack, 1×1 [[stockpile zone]]s allowing only stone chunks should be placed, enabling their quick rearrangement).&lt;br /&gt;
#* Above, the &amp;quot;escape exit&amp;quot; corridor, filled with spike traps (doors allow replacing traps without having to walk on them).&lt;br /&gt;
#* Below, the &amp;quot;entrance to the base&amp;quot;, also filled with traps.&lt;br /&gt;
# Part of the hall where colonists will shoot, taking cover with the wall corners. If the enemy has weapons with more range than colonists, they can hide behind the doors and pop out when the enemy is close enough.&lt;br /&gt;
# &amp;quot;Entrance to the base&amp;quot; (or at the part that enemies are planning to reach), with wall corners at the end to use as shooting positions (in case some enemies reach this part).&lt;br /&gt;
# Human corpses walk-in fridge, to put the bodies after the battle and keep them away from the view of colonists, avoiding the &amp;quot;[[Mood#Observed corpse|observed corpse]]&amp;quot; debuff.&lt;br /&gt;
#* It should be quite large, as enemy raids grow in size, and butchering humans should not be done every day, to avoid a permanent [[Mood#I butchered humanlike|I]]\[[Mood#We butchered humanlike|we butchered humanlike]] debuff (see the possible [[Human resources#Mitigation strategies|mitigation strategies]]). It can also hold the [[human leather]] stock, as it takes much space once butchering is done. &lt;br /&gt;
#* This can also be a place where corpses are burned, if it is preferred to butchering.&lt;br /&gt;
# Human [[kibble]] factory, where [[human meat]] can be processed into kibble (that extends hugely its conservation time, can be sold, or fed to any animal). &lt;br /&gt;
# Repair stock, that holds the necessary materials to quickly repair the walls and the spike traps after an attack.&lt;br /&gt;
# Hospital for prisoners, to quickly save them if they survive.&lt;br /&gt;
&lt;br /&gt;
Points 6 to 9 are optional, but are great improvements if used.&lt;br /&gt;
&lt;br /&gt;
==== Additional notes ====&lt;br /&gt;
* Walls of the parts 3 and 4 should be tough and fireproof. Best would be [[plasteel]], then [[uranium]]; [[granite blocks]] may also be used but will break down faster, and flammable materials are to avoid at all costs.&lt;br /&gt;
* Flooring should be put in place to keep the mood of the colonists high when they are in the area.&lt;br /&gt;
* Walls and flooring of the parts 2 and 5 doesn't matter, as colonists will very rarely go there, and there shouldn't be much fighting in these parts anyway.&lt;br /&gt;
* Spike traps should be made out of [[steel]], as it has the best price-quality ratio for this device (nevertheless, steel is flammable in RimWorld, but here, traps are protected behind the walls and doors).&lt;br /&gt;
* Accurate weapons should be preferred for colonists: the narrow corridor will be damaged unnecessarily if explosives are used, or weapons like [[shotgun]]s or [[minigun]]s (not to speak of their reduced range).&lt;br /&gt;
* The hall should like an unobstructed path to enter the colony (i.e. no closed door between the outside and the inside of it), but the doors leading to it that will be used by colonists should be strong enough to deter attackers from trying to break them.&lt;br /&gt;
* The number of stone chunks in the way is also important: if there are not enough of them, fleeing enemies will just escape by the way they attacked and will not be led into the spike traps on the supposedly quicker escape route.&lt;br /&gt;
&lt;br /&gt;
== Situational ==&lt;br /&gt;
&lt;br /&gt;
=== Crashed ships ===&lt;br /&gt;
&lt;br /&gt;
It is vital to know Mechanoids' behavior:&lt;br /&gt;
&lt;br /&gt;
* Any attack to the ship will trigger its guardians, and they have a long aggro range of around 40 tiles from their spawn point. The larger the map, the easier it can be to deal with them, as long as the ship crashes away from your base. This means that as long as they are far from your base, Mechanoids will still NOT chase you yet.&lt;br /&gt;
* When the ship's health falls below 50%, Mechanoids will stop guarding and will instead proceed to attack your base as a normal raid.&lt;br /&gt;
&lt;br /&gt;
You can trigger a ship's guardians from a long distance either by bombarding with mortars or hit-and-run with sniper rifles.&lt;br /&gt;
&lt;br /&gt;
Currently, the best approach is to deal with the Scythers first, followed by their ranged units. There are a variety of alternatives, but the nature remains the same; hinder the melee range closing-in of their shock troops. &lt;br /&gt;
&lt;br /&gt;
==== Preparation ====&lt;br /&gt;
&lt;br /&gt;
Though these ships are &amp;quot;time bombs&amp;quot;, instead of immediate action, you can spend a few days building preparations before engaging them.&lt;br /&gt;
* Placing a spike trap right in front of your sandbag may be helpful if the need to retreat arises, as mechanoids will very likely want to use the shortcut.&lt;br /&gt;
* Always make sure you have a safe path between your walls and your base, so that there's safe cover between your &amp;quot;ins&amp;quot; and &amp;quot;outs&amp;quot;; battles can take a long time if short on numbers.&lt;br /&gt;
&lt;br /&gt;
Building IED traps can also be a good way to hurt the mechanoids, especially if there is a long distance between your colonists and the ship part. High-explosive traps deal hefty damage to incoming scythers and lancers, while EMP traps stun them, making them vulnerable to attack. &amp;lt;br&amp;gt;&lt;br /&gt;
If possible, a properly placed antigrain IED trap can obliterate most of the mechanoids, leaving a few heavily damaged centipedes to fight at most.&lt;br /&gt;
&lt;br /&gt;
You may also want to keep a few firefoam poppers nearby. Trigger some of them before combat to prevent fires, and leave a few more to rapidly extinguish a group of burning colonists at once.&lt;br /&gt;
&lt;br /&gt;
After you have finished preparing, you can use EMP shells to stun the mechanoids. Proper firing will make them helpless hunks of metal, once you get used to this technique, you can even preemptively fire EMP shells and then trigger the guardians, so as soon as they pop out, they instantly get hit by EMP shells. The number of manned mortars will factor in, as the chance to miss for each shell is quite large.&lt;br /&gt;
&lt;br /&gt;
==== Cover ====&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;fire wall&amp;quot; cover approach detailed above, with melee units stationed behind each sandbag to hold off the scythers while your gunners lay fire on other mechanoids.&lt;br /&gt;
&lt;br /&gt;
Ideally, the cover should be placed a distance from the ship, giving you time to soften incoming scythers with concentrated fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:CSP v1 new tactics 101-00.png|Zoom out&lt;br /&gt;
File:CSP v1 new tactics 101-01.png|Zoom in&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, if you already have all the necessary utilities against mechs: EMP grenades and a good killbox, you may just wall the ship part off, (be aware that mechs will wake up if you build things up close to 2 cells to a sleeping mech, it's 5x5 square radius around any mechanoid) add one-two doors, you may want to add 2 walls deep mini corridor, so random fire from mechs won't hit the door, and a single barricade next to the door, draft your pawns to the entrance, force one to open it, while the door is opened (it must be made of wood) the other pawns will shoot the ship, mechs shouldn't have enough time to aim, the door will close pretty quick (do NOT hold it open), use &amp;quot;Heavy smgs&amp;quot; or other high dps and fast shooting guns, you can also equip frag grenades, a single colonist with grenades is enough, one is throwing it at the ship, while the other one keeps opening the door. As soon as you destroyed the ship just run, the mechs will be smashing the walls and head for your killbox.&lt;br /&gt;
&lt;br /&gt;
=== 'The Purifier' ===&lt;br /&gt;
&lt;br /&gt;
This is a powerful way to burn a massive [[infestation]] to a crisp. Provided that the infestation have no direct access to map edges and unroofed areas. &lt;br /&gt;
&lt;br /&gt;
To start, build a medium-sized room (approx. 5x5) with triple-thick stone walls, next to the infestation. Fill it with [[Straw matting]]s, and flammable objects such as wooden [[barricade]]s, it has good hp which means it will burn for longer and has high flammability, so it will catch fire quickly. Another alternative is to use combustible junk, like tainted clothing or unneeded corpses.&lt;br /&gt;
&lt;br /&gt;
After that, dig a 1-wide tunnel towards the infestation at night when the insects are sleeping. Finally, toss a Molotov into the room. &lt;br /&gt;
&lt;br /&gt;
Once the temperatures reach ({{Temperature|250}}), insects will begin to burn. They will attempt to dig out by rushing towards the purifier, but be set alight by the burning [[Straw matting]], making them unable to dig. Temperatures can rapidly reach {{Temperature|500}} or above, boiling both the insects and the hives. Even those that don't get set alight will eventually succumb to heatstroke.&lt;br /&gt;
&lt;br /&gt;
Although using this method will not yield you valuable [[insect jelly]].&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=179632</id>
		<title>Defense tactics</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=179632"/>
		<updated>2026-04-25T00:27:30Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: While these numbers look incorrect, friendly fire grace range is still most definitely a mechanic in the vanilla game. Could we perhaps update it to be more correct instead of deleting this section entirely?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=This guide is outdated on some sections, lacking new content on others, focuses too much on specific scenarios without really giving general advice. It's also too long. It should be helpful, easy to understand and navigate for newer players. See Discussion for a detailed commentary}}&lt;br /&gt;
{{Image wanted|reason=New images are needed for mechanoids added in Biotech}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|defensive constructions against threats|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
Getting attacked, whether by tribals, pirates, hordes of angry animals or by something more alien is a common event in the rimworlds. Defense against these attacks is one of the keys to having a successful colony.&lt;br /&gt;
&lt;br /&gt;
This page details different tactics for defense and visualizations of them, applicable to most stages of the game.&lt;br /&gt;
&lt;br /&gt;
= Core battle tactics =&lt;br /&gt;
&lt;br /&gt;
No matter what sort of defenses you use, these battle tactics may be useful.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
Melee in RimWorld serves two main functions:&lt;br /&gt;
* Enemies that are engaged in melee combat will not fire their ranged weapons or move, allowing melee to take out ranged threats (who are usually feeble melee combatants) or fend off enemy melee fighters.&lt;br /&gt;
* Enemies cannot move beyond a [[draft]]ed colonist, allowing melee pawns in a chokepoint to block the advance of enemies.&lt;br /&gt;
&lt;br /&gt;
In addition to colonists, [[animal]]s, [[friendly mechanoids]],{{BiotechIcon}} and especially [[ghoul]]s{{AnomalyIcon}} can make great melee fighters.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
Melee blocking is when melee fighters are placed in front of a chokepoint, preventing melee enemies from attacking. Instead of engaging melee enemies on the frontline, 'retreat behind your walls, and open doors to use as chokepoints''. Leave up to three melee brawlers standing right behind (not in) the chokepoint, as the pictures below, so that the enemy must stand on the doorway and be forced in a 1v3 situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Melee_test_eleplants_normal.png|10 manhunter elephants vs 3 armored brawlers and 4 armored gunners; all colonists are downed while all elephants remain standing.&lt;br /&gt;
File:Melee_test_eleplants_block.png|Same situation but with melee blocking; only 1 colonist downed, and all elephants defeated.&lt;br /&gt;
Bodyblock_choke.png|thumb|right|You shall not pass.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overall, this is a horrifically effective way of dealing with most melee threats. Ranged fighters in the back can provide supporting fire, and replacement melee pawns can be rotated in once the frontline is damaged.&lt;br /&gt;
&lt;br /&gt;
[[Animal]]s (except [[pen animal]]s) can be used to melee block by creating an [[allowed area]] that is only one tile large immediately in front of the chokepoint/door, and do not need to be trained in Attack to do so. This often results in substantial injury or death to animals, of course, so ensure the animals used are expendable (ie. not bonded or otherwise critical to the colony), and don't use explosive animals like [[Boomalope]]s or [[Boomrat]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Any corner of a hallway or corner outside a room can be used to &amp;quot;ambush&amp;quot; enemy ranged attackers, allowing melee fighters to approach much more easily. Simply place melee fighters behind a corner, and once enemies approach, rush the melee fighters in. This reduces the distance melee fighters need to travel.&lt;br /&gt;
&lt;br /&gt;
Any other means of breaking line of sight, such as [[door]]s placed within the colony, can also be used in order to perform an ambush. Outdoor structures and hills may be used too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Melee ambush.png|Attacking a ranged opponent using a corner of a hallway.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melee rush ===&lt;br /&gt;
This involves charging melee fighters in, either a small group or a large mass, to take out a ranged threat, such as a sniper sitting in [[cover]] beyond your ranged colonist's reach. With large enough numbers and protection, they can overwhelm a group of enemy ranged fighters.&lt;br /&gt;
* [[Shield belt]]s and good armor are usually necessary for your colonists to close the gap between you and the enemy. &lt;br /&gt;
* Movement abilities, such as [[jump pack]]s,{{RoyaltyIcon}} the [[skip]] [[psycast]],{{RoyaltyIcon}} and the [[longjump legs]] [[gene]],{{BiotechIcon}} are a great way to approach enemies. Increasing movement speed with [[bionic leg]]s, [[go-juice]], etc. can also be helpful.&lt;br /&gt;
&lt;br /&gt;
If you aren't afraid of friendly fire, it can be combined with a firing squad from a distance for devastating effects. The brawlers cause chaos within the raiding party while the firing squad lays fire to destroy them, utilizing the fact that the raiders are trying to cope with your brawlers.&lt;br /&gt;
&lt;br /&gt;
Note that enemy melee rushes are not to be countered by your own melee rush; [[#Melee blocking|melee blocking]] is a much more effective tactic.&lt;br /&gt;
&lt;br /&gt;
=== Peeling ===&lt;br /&gt;
If a vulnerable gunner is or will be under attack by melee attackers, you can 'peel' them away using your brawlers. Have them engage the melee attackers, who will then focus on your brawlers, allowing your gunner to get to relative safety.&lt;br /&gt;
 &lt;br /&gt;
Trained animals automatically peel for their assigned masters, if 'Release animals' is Off. The animals will attack any hostiles coming close rather than straying off to attack distant targets. Setting 'Release animals' to On right when another colonist in distress near the trainer causes the animals to swarm the attacker, peeling them off.&lt;br /&gt;
&lt;br /&gt;
Peeling is a relatively high-risk activity, as you are trying to put a pawn at risk in return for allowing a pawn at greater risk to escape. Peeling pawns should be expendable or decently armored.&lt;br /&gt;
&lt;br /&gt;
=== Ranged pawn self-defense ===&lt;br /&gt;
Guns can be used in melee combat, in two ways:&lt;br /&gt;
&lt;br /&gt;
* Gun barrels can deal damage in melee. While they aren't as good as dedicated melee weapons, they will hurt, and possibly beat a low-quality melee weapon. This allows shooters to have a fighting chance against melee enemies. A gunner is likely to take out a damaged pawn or small animals on their own. Also, fighting in melee with a [[sniper rifle]] may be better than trying to fire the sniper at touch range.&lt;br /&gt;
&lt;br /&gt;
* Unlike raiders, colonists can shoot their ranged weapons ''even when being attacked in melee'' (so long as the target is not in melee range). When attacked in melee, colonists will focus on melee combat by default, but can be told to fire by targeting another distant enemy. This is likely to be more effective for beating the overall raid than melee combat.&lt;br /&gt;
&lt;br /&gt;
In addition, [[body part weapon]]s like [[power claw]]s and [[knee spike]]s{{RoyaltyIcon}} can be installed to give ranged fighters a better melee weapon for when they have to engage in melee.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Firing in melee.png|Colonists can use their ranged weapons even when being attacked in melee (so long as their target is not attacking in melee).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranged support ===&lt;br /&gt;
For maximum pain against melee enemies, use high-DPS guns for your backline, combined with quality melee for your frontline to deal sustained damage in between barrages.&lt;br /&gt;
*The [[chain shotgun]] or [[heavy SMG]] are the weapons of choice in close-quarters due to their unparalleled close-range DPS. &lt;br /&gt;
*[[Charge rifle]]s are comparable to [[chain shotgun]]s and [[heavy SMG]]s at short distances, while also able to fight effectively at long-range combat, so they are a great option if they can be afforded.&lt;br /&gt;
* Grenades may also be used and can be incredibly effective at stacked melee groups trying to enter through a chokepoint, but should be ground-targeted rather than freely targeted by the pawn, to avoid grenading your own melee blockers. &lt;br /&gt;
:Grenades can land anywhere within 1 tile of the targeted tile, so place your ground target 1 tile further away to avoid accidentally grenading your own forces or blowing up the walls that are enabling you to melee block.  Like [[minigun]]s, this will often shred the walls of your chokepoint, so building extra layers of walls at the chokepoint can be helpful.&lt;br /&gt;
*[[Minigun]]s, while effective at shredding the tightly packed enemies behind the chokepoint, are generally not recommended due to the collateral damage to the walls. If you do choose to use them, aim at the middle of the crowd so you can hit as many enemies as possible, while also reducing the damage done to the walls.&lt;br /&gt;
&lt;br /&gt;
Stray bullets will harm your tanks if the shooter is standing more then five squares behind them; that means it is not a good idea to use long-range fire when charging. &lt;br /&gt;
&lt;br /&gt;
Combined with measures to force enemies into close range, these weapons may be effective against ranged enemies as well, but beware as enemies can still fire until you start beating them up.&lt;br /&gt;
&lt;br /&gt;
== Stationary ranged combat ==&lt;br /&gt;
{{See also|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
=== Spacing out ===&lt;br /&gt;
Each colonist should ideally stand '''at least 1 tile away from other colonists''', thus reducing the chance of enemy bullets hitting somebody else after missing the original target, which deals a lot of damage to static grouped up defenders. Explosives will also hit fewer people this way, though there are better countermeasures than simply spacing defenders apart.&lt;br /&gt;
&lt;br /&gt;
Alternatively, placing all colonists within 5 tiles of each other will prevent friendly fire entirely, making it appropriate if there are no ranged or explosive attackers.&lt;br /&gt;
&lt;br /&gt;
=== Friendly fire management ===&lt;br /&gt;
Friendly fire is a serious issue when facing close-range attackers, especially manhunter packs. If they manage to run past your barrage of gunfire to engage your ranged soldiers, they may receive more injuries from friendly fire in the ensuing chaos than the attackers themselves. You need to be careful when directing your troops so you don't hit your own forces by accident.&lt;br /&gt;
&lt;br /&gt;
Pawns can fire over the shoulders of friendlies up to 2 tiles (i.e. 1-tile space in between) away, meaning that you can have a 3-wide row of soldiers without friendly fire, although this may not be recommended.&lt;br /&gt;
&lt;br /&gt;
# When the enemy breaks the ranks, only let the soldiers closest to melee attackers fire at them. &lt;br /&gt;
#*Manually re-target the others to fire at another direction, repositioning them if needed. &lt;br /&gt;
# Disable 'Fire at will' when the enemies are closing in so they won't switch targets, potentially causing friendly fire.&lt;br /&gt;
# Have only 1 line of shooters so stray bullets, including bullets fired horizontally at melee attackers, will less likely hit someone.&lt;br /&gt;
&lt;br /&gt;
== Dealing with rockets ==&lt;br /&gt;
Rocket launchers are painful to deal with, due to the huge area damage and long range. Raiders with rocket launchers are often seen in the backline preparing their rockets, while their allies lay down fire at the front. In the mid-late game, they are one of the biggest threats from the enemy. &lt;br /&gt;
&lt;br /&gt;
* Single pawns can split off from the group and charge, or pre-placed at the front of a defensive fortification, to act as distractions. They can get distracted quite easily, wasting them on animals or lone colonists. [[Animal]]s, [[turret]]s, [[friendly mechanoids]]{{BiotechIcon}} and [[ghoul]]s{{AnomalyIcon}} are all great options, as they are expendable or cheap to revive. An expendable colonist (ideally wearing a [[shield belt]] for protection) can also do the trick. In a pinch, sacrificing regular colonists may be needed; if a rocket user is already targeting a pawn and there's no way to stop it, having that pawn split off and take the hit may result in less damage.&lt;br /&gt;
* [[Psychic insanity lance]]s and [[psychic shock lance]]s are the most straightforward way of dealing with a rocket launcher.&lt;br /&gt;
* [[Psycast]]s{{RoyaltyIcon}} are effective. [[Berserk]] can be used like a psychic insanity lance, [[berserk pulse]] can be used on a nearby group of enemies to cause the rocket launcher to incur friendly fire, and [[skipshield]] can block projectiles entirely (the rocket will explode on contact, so place the shield well in front of the colonists, don't place it on top of them).&lt;br /&gt;
&lt;br /&gt;
Enemies may take friendly fire, the chance being maximized by having the rocket travel  over as many enemies as possible through aligning your distractors. Each rocket traveling over a pawn has up to 40% chance to impact, setting it off early.&lt;br /&gt;
&lt;br /&gt;
If you see that an enemy rocketeer has locked onto a brawler, you can also choose to charge the enemy with that brawler. It will either cause the enemy to deal immense friendly fire, or allow you to take out the rocketeer outright.&lt;br /&gt;
&lt;br /&gt;
== Rescue ==&lt;br /&gt;
When a colonist is downed or severely injured, it's ideal - if not always possible - to drag them out of the fight immediately. Don't leave them there otherwise they risk dying from stray bullets or blood loss. You don't really need to send them directly to hospital; just drop them off somewhere outside of active combat. &lt;br /&gt;
&lt;br /&gt;
Colonists lying outside cover are riskier to rescue. Choose the right time to pull them out, ensuring that there are no melee enemy nearby that could tie up the rescuer, and use your best-protected colonists. Don't allow anyone near at other times as they may draw fire. Consider drugging your rescue team with [[go-juice]] if the pawn you are rescuing is under heavy fire, as this will both increase the rescuer's speed and improve their pain resistance, making them less likely to be downed. Using a [[jump pack]] {{RoyaltyIcon}} to rapidly jump in and pull them out of combat, with the i-frames incurred during jumping, makes this significantly faster and safer for both rescuer and rescuee. [[Locust armor]] {{RoyaltyIcon}} can be substituted at the cost of armor, but ideally should be paired with a [[shield belt]] to make up it. At high qualities, for the short duration of exposure, a shield belt can be superior as it prevents all damage, including that which would slow the pawn or reduce medical skills.&lt;br /&gt;
&lt;br /&gt;
Non-combatants, such as those incapable of violence, are ideal to serve as rescue members by standing near a fight to pull out downed colonists. Non-combatant doctors should wear a [[shield belt]] and carry quality medicine at all times, so they can be drafted during combat and quickly tend to wounded colonist on the field. Non-combatants should be equipped similarly to above, though with no ranged weapons they have fewer restrictions on wearing a shield belt to prevent damage, and their value proposition improves.&lt;br /&gt;
&lt;br /&gt;
If a colonist cannot reach the hospital in time, typically ~2 hours from death or less, have the doctor patch colonists up a little such that they can reach the hospital without bleeding out, then carry them there. You will have a higher infection chance this way, but it's better than the colonist bleeding to death while on their way to the hospital. The remaining injuries can then be treated in the cleaner environment.  Alternatively, an untuned [[biosculpter pod]]{{IdeologyIcon}} can be kept nearby and the injured pawn loaded into it. This can save pawns moments from death, that a doctor could not treat fast enough to save. The cost of the pods can be considerable however, and they must be de-tuned or deconstructed and reconstructed after each event.&lt;br /&gt;
&lt;br /&gt;
== Mobile warfare ==&lt;br /&gt;
&lt;br /&gt;
=== Door potshots ===&lt;br /&gt;
This strategy relies on a few quirks with standard raider AI:&lt;br /&gt;
* Enemies cannot open doors, and will not explicitly focus on doors. Even if a colonist is seen walking out, enemies are not persistent, especially if a multiple-door &amp;quot;airlock&amp;quot; is used.&lt;br /&gt;
* If enemies do ''not'' have a clear, unobstructed path to a colonist, they will start bashing at furniture and walls randomly, splitting up to do so.&lt;br /&gt;
&lt;br /&gt;
On a smaller scale, this strategy can be used by building a large room with doors at each side. Enemies will split up, then shots can be fired, then any exposed colonists can retreat from opposing attacks by having the door close behind them. On a larger scale, build a multi-layer [[defense structures#Perimeter wall|perimeter wall]] with no open entrances but many doorways, with each door being in an &amp;quot;airlock&amp;quot; formation with 2+ doors separated each with a gap between.&lt;br /&gt;
&lt;br /&gt;
=== Flanking and surrounding ===&lt;br /&gt;
To flank enemies, have some defenders approach enemies from the sides or the back instead of concentrating fire on the front. To surround them, attack from all sides.&lt;br /&gt;
&lt;br /&gt;
Enemy ranged units often stay in the same spot and only have cover from one direction, making them vulnerable to either tactic. Flanking enemy ranged units can distract them and cause them to lose their cover advantage. While this makes you lose the advantage of high-quality cover, it is balanced out by the enemy's loss of cover.&lt;br /&gt;
&lt;br /&gt;
* '''Wide arc flanking:''' Instead of huddling together in a straight line, have colonists take cover in different locations in a wide arc. This allows colonists to shoot at different angles, as well as protecting from explosives and friendly fire. This can be employed against sieges and other open operations where static cover is not available.&lt;br /&gt;
&lt;br /&gt;
* '''Close-quarters flanking:''' This strategy takes advantage of terrain or existing walls scattered on the map. Send a small detachment of shooters/brawlers behind structures before the enemy moves in. Ideally these structures should be near your main combat line, forming an &amp;quot;L&amp;quot; shape to prevent the enemy from surrounding your detachment. Shotguns and melee are great weapons.&lt;br /&gt;
: Take a few shots as the enemy moves pass, and if they attack, retreat behind cover to direct them to the main force. Any enemy that follow will be isolated and can be eliminated. Don't forget to manage your main force in the meantime. After the enemy force has passed, emerge from cover to attack them from behind. This strategy avoids melee friendly fire, by having melee fighters engage from behind, and better enables shotguns&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Close-quarter flanking1.png|Initial position of the flanking maneuver, the detachment is hidden from the enemy&lt;br /&gt;
Close-quarter flanking2.png|Colonists take shots at the enemy from cover&lt;br /&gt;
Close-quarter flanking3.png|When attacked, the detachment retreats behind the wall&lt;br /&gt;
Close-quarter flanking4.png|After the enemy has engaged with the main force, attack them from behind&lt;br /&gt;
Close-quarter flanking5.png|The enemy is fleeing&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Moving in ====&lt;br /&gt;
While moving in you need to make sure you stay far enough away from enemies. Directly right-clicking on the destination will nearly always result in a path that crosses with the enemy. This can be overcome by '''shift-clicking to form a path for the pawn to follow''', making sure to keep sufficient distance.&lt;br /&gt;
&lt;br /&gt;
Shield belts, drawing enemy fire from a different direction, or simply using walls and terrain to block projectiles are all good ways to move in.&lt;br /&gt;
&lt;br /&gt;
=== Firing at cover ===&lt;br /&gt;
While cover works best against attacks coming straight, it's usually better to fire straight at the target instead of from an angle. If you fire straight at it, only 1 unit of cover will be effective, but if you shoot at a diagonal angle, 2 units of cover will be effective, both being capable of blocking shots, in total contributing to higher cover effectiveness.&lt;br /&gt;
&lt;br /&gt;
However, if you can get to the point where you're almost firing horizontally at the raiders, then cover becomes nearly ineffective at protecting the raider, allowing many more shots to connect. This often requires you get out of your own cover, so it's not recommended unless you can find suitable cover nearby. &lt;br /&gt;
&lt;br /&gt;
This also works for your pawns: in [[killbox]], it's better to place cover at angle to increase it's effectiveness, while raiders can't benefit from angle due to lack of cover. &amp;quot;[[Cover|Wall + Sandbag]]&amp;quot; combination will have higher than 75% effectiveness at ''just right'' angle (≈83-96.75%).&lt;br /&gt;
&lt;br /&gt;
'''The below shows the difference firing angle makes on the hit chance of a pawn hiding behind cover.''' Cover values are from Alpha 16, but the mechanics remains unchanged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fire_cover_straight.png|Firing straight at a raider in cover; 1 stone chunk blocks 40%.&lt;br /&gt;
File:Fire_cover_angled1.png|Firing at an angle; 2 stone chunks block 48% total.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fire_cover_angled2.png|Firing at a greater angle; 2 stone chunks block 37% total.&lt;br /&gt;
File:Fire_cover_angled3.png|Firing almost horizontally; 1 granite chunk blocks 8% only.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tanking ===&lt;br /&gt;
This tactic simply requires you put your shielded colonists before your static gunners to partially soak up gunfire. This is best when you have insufficient cover, or additional cover to block more bullets for your frontline tanks.&lt;br /&gt;
&lt;br /&gt;
As with any tactic involving meat shields, this poses a great risk to colonists' lives. If the colonists' shields are downed and they are not well-armored, you will have to get them to retreat behind cover until their shields come back online, otherwise your colonist will be exposed to ruthless gunfire.&lt;br /&gt;
&lt;br /&gt;
Beware of high damage-per-hit weapons which can instantly down shields.&lt;br /&gt;
&lt;br /&gt;
=== Hit and run ===&lt;br /&gt;
Against slow or static targets you can employ this to weaken them. You will need several fast-moving long-ranged colonists, possibly with [[charge lance]]s or [[bolt-action rifle]]s. Have them move within range to fire, quickly exiting range once the enemy returns fire. Repeat until conditions are no longer safe to conduct this attack, such as enemies entering full aggression and charging.&lt;br /&gt;
&lt;br /&gt;
Effective against siege camps, preparing raiders, and crashed ship parts, for they tend to stay put at their location until they are aggravated into attacking.&lt;br /&gt;
&lt;br /&gt;
=== Kiting ===&lt;br /&gt;
This tactic is effective when all or the most dangerous enemies are slow [[moving]].&lt;br /&gt;
&lt;br /&gt;
Ideally, you have fast colonists - 120%+ [[Moving]] - running near moving enemies, drawing their attention. Constantly outrun the enemy while staying within their attention range. If not, the enemy will engage other targets instead. This way, kiters can distract a group of enemies by leading them around the map. Other colonists can fire at the kited enemies. And if the kiting colonist is fast enough, they can take a few potshots (once they are far enough).&lt;br /&gt;
&lt;br /&gt;
As long as your colonist safely outruns hostiles, you're fine. However, if the enemy catches up, your colonist will be slowed and on his own.  Even with a regular speed colonist, kiting can be beneficial, as it gives valuable time for your ranged colonists to shoot.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
A fast, long-range weapon is safest - e.g. the [[assault rifle]] or [[bolt-action rifle]]. A fast moderate-range weapon (e.g. [[machine pistol]]) may be used against melee enemies, but is riskier. Slow weapons such as sniper rifles are not recommended, as the need to stand still for extended periods puts soldiers in grave danger.&lt;br /&gt;
&lt;br /&gt;
Kiting colonists should be lightly armored while still maintaining a fast speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Kiting_1.png|'''Kiting #1 - when enemies are as fast as the majority of your colonists. Optimal scenario shown - all raiders are lured to 1 colonist. Ideally you have &amp;gt;1 colonist faster than the enemy. '''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Black circle is the ideal kiting route, when your kiter is fast enough. Red lines can be used if the kiter is too slow to run a full circle. Enemies might catch up, but you've gained valuable time for colonists to shoot&lt;br /&gt;
File:Kiting_2.png|'''Kiting #2 - when all colonists can outrun and outrange the enemy. Retreat just before you get into enemy range.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional tactics ==&lt;br /&gt;
&lt;br /&gt;
=== Baiting ===&lt;br /&gt;
&lt;br /&gt;
Faster, more well-protected colonists can be used to lead enemies into traps or ambushes. This is for situations when you have defenses concentrated in one direction, but the enemy comes from another.&lt;br /&gt;
&lt;br /&gt;
[[File:Bait tables 2.jpg|300px|thumb|right|Setting the bait furniture on fire only hastened this raider's demise.]]&lt;br /&gt;
&lt;br /&gt;
Cheap furniture also makes good bait. Raiders will smash any player-built furniture left out in the open, such as tables or wooden stools. This can be helpful to split them up or lure them into range of your defenders' weapons.&lt;br /&gt;
&lt;br /&gt;
=== Luring in ===&lt;br /&gt;
Enemies can be lured closer to your base by keeping your colonists out of sight, then swarming out to attack once they draw closer to your base. Afterwards they will switch to engage your defenders.&lt;br /&gt;
&lt;br /&gt;
This can be used to negate the range advantage of enemies. It also works well with melee blocking to lure enemies into trying to jam themselves into your chokepoints, rather than beating up your base.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
The animals on the map, tamed or not, can be used to your advantage.&lt;br /&gt;
&lt;br /&gt;
==== Tamed animal release ====&lt;br /&gt;
With your handlers, you can amass a huge army of animals to charge the enemy. Simply find a good combat-capable animal, tame it, and train it to learn Release.&lt;br /&gt;
&lt;br /&gt;
There are many animals that are good for this purpose. Main tactics are take quality vs take quantity.&lt;br /&gt;
* Large animals like [[Thrumbo]]s, [[elephant]]s or [[rhinoceros|rhino]]s have good DPS and their large health scale means that damage is less likely to kill them before they can get patched up by your doctors. However they are harder to tame and very hard to keep a big amount. Replenish losses for a long time (especially Thrumbos). Due to smaller amounts, in case of big raid, they can block only few gunners and will sooner be downed by others.&lt;br /&gt;
* [[Warg]]s and [[bear]]s offer a good balance of DPS, breedability and feasible number to keep (can eat bodies of raiders). Better block large number of gunners.&lt;br /&gt;
* [[Husky|Huskies]] significantly less DPS than the others, but are easy to breed, feed, and provide hauling. Can block big raids.&lt;br /&gt;
* Dryads don't need food, training, breed and can self-heal. Colony only need to maintain trees. Clawers are the best choice for meat attack, while barkskins for tanking. Use separately: clawers are faster than barkskins, and barkskins will not perform their main duty.&lt;br /&gt;
&lt;br /&gt;
Tamed animals also cause pirates to fire near their allies in a bid to get them off their allies, potentially causing friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Strategic zoning ====&lt;br /&gt;
Raiders take their sweet time to exterminate any trace of your tamed animals on the map. This can be exploited to your advantage, as long as you're willing to have a few animals valiantly sacrifice themselves.&lt;br /&gt;
&lt;br /&gt;
*'''Distraction''': If you let your animals run all over the place, raiders may be tied up trying to wipe out the animals. This can give your colonists time to prepare, such as entering defensive positions or running to your mortars to fire a few rounds, as well as scatter the raiders making them easier to deal with. Raiders wielding rocket launchers also tend to waste them on your animals, leaving your colonists and structures mostly unharmed. However if they see better targets they will come at them instead.&lt;br /&gt;
*'''Direct offense''': Besides distraction, animals may also engage raiders, harming or killing them. &lt;br /&gt;
*'''Manipulation''': Animals can be moved around without the need of training Release, simply by changing the allowed zone of your animals. A short time later, the animals will move towards the zone and stay there. When animals are sleeping you can put animal sleeping spots beneath them and then remove them to wake them up. ''Changing'' the animal's zone also immediately forces it to move, at high speed, if they are not in the area of the new zone.  This can also be used to update an existing zone's area by changing the animal to a different zone (which they aren't in the area of) and then back to the original zone again.  Untrained animals will flee from threats, but will fight back to defend themselves if they are damaged by a hostile.&lt;br /&gt;
**'''Aggressive zoning''':  Zone animals in a place where you are expecting an encounter with enemies. Enemies will notice the animals and will start attacking, making them fight back and injure or even down the attackers. This method works for any animal, even those that cannot be trained. Remember to undo the zoning otherwise the animals may starve. [[Boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault.&lt;br /&gt;
&lt;br /&gt;
**'''Animal chokepoint''': Zone the animals in a chokepoint, creating a dense cluster.&lt;br /&gt;
***This is vulnerable to AoE weaponry so increase the area of the zone to make it that animals don't get too tightly together, if the enemy has explosives.&lt;br /&gt;
&lt;br /&gt;
==== Aggravating animals ====&lt;br /&gt;
If you have any easily enraged wild animals ([[emu]]s, [[thrumbo]]s, etc) standing near the enemy, you can shoot them to anger them and make them charge at the enemy. &lt;br /&gt;
&lt;br /&gt;
You can also opt to enrage an animal then have a fast colonist (&amp;gt;130% Moving) lead it towards the enemy. Some enemies will stop and engage the animal, potentially causing it to switch targets. For quite the obvious reasons it's best to equip a shield belt on the kiting colonist if he isn't the one enraging the animal.&lt;br /&gt;
&lt;br /&gt;
For this, larger animals are best due to their high health and damage. A thrumbo can be considered a godsend in a raid; just send 1 straight into the raider hordes, and let 'er rip. &amp;lt;br&amp;gt;&lt;br /&gt;
Smaller animals are faster and hard to hit, making them decent distraction and causing a hefty amount of friendly fire among the enemy as well.&lt;br /&gt;
&lt;br /&gt;
Remember, if you can down the animal easily with colonists, so can the raiders.&lt;br /&gt;
&lt;br /&gt;
Similarly to this, casting [[manhunter pulse]]{{RoyaltyIcon}} on a flock of wild (or tamed but not trained) animals can wreak havoc on raiders, just make sure that your own pawns are too far away to be targeted. It may make sense to have some fenced-in pastures at the edge of the map for this very purpose.&lt;br /&gt;
&lt;br /&gt;
=== Meat shield ===&lt;br /&gt;
The animals surrounding a handler can be used as a convenient meat shield as they take bullets, arrows and other projectiles (but not explosions) for their master. Provided they don't stray too far, they won't receive friendly fire as the shooters simply fire over them. All you need is to train Obedience, instead of Release.&lt;br /&gt;
&lt;br /&gt;
Slaves with shield belts are also a good sponge for bullets. New meat shields can be obtained from survived and enslaved raiders.&lt;br /&gt;
&lt;br /&gt;
=== Base scattering ===&lt;br /&gt;
&lt;br /&gt;
This is a '''last-ditch tactic to defeat human enemies''' if you are significantly outnumbered.&lt;br /&gt;
&lt;br /&gt;
Instead of engaging them right away, let enemies scatter around the base first. After they scatter widely apart, divide and conquer, using large groups of soldiers to overcome them with ease, while others are busy demolishing other parts of your base.&lt;br /&gt;
&lt;br /&gt;
Remember to patch up the base after the damage done. Coolers are especially tricky as they serve as weak points and are expensive.&lt;br /&gt;
&lt;br /&gt;
=== Outside help ===&lt;br /&gt;
If the [[AI Storytellers|storyteller]] is feeling somewhat merciful, outside help may come to save the day, such as friendly [[caravan]]s, military aid from allied factions, or another raid group hostile to the first one. Don't count on this however, as these rarely happen on their own, and most of the time you still need to fend off the raiders yourself.&lt;br /&gt;
&lt;br /&gt;
It is possible to call for military aid at will via the [[comms console]], if allied to an outlander or [[empire]]{{RoyaltyIcon}} faction. The raiders that are sent will only be worth 150-400 [[raid points]], so they are unlikely to handle mid-game or late-game raids on their own, but they can serve as distractions and potentially give a winning advantage at lower difficulties or in the earlier stages of the game.&lt;br /&gt;
&lt;br /&gt;
It's possible to activate [[quest]]s to provoke outside help, e.g., accepting a refugee quest that spawns a manhunter pack (without a delay) when a raid approaches, or accepting an [[empire]]{{RoyaltyIcon}} quest so the noble is used as a sacrifice..&lt;br /&gt;
&lt;br /&gt;
==== Common enemy ====&lt;br /&gt;
If mechanoids, manhunters or another enemy faction show up, raiders may stop to engage them. This causes losses to both groups of enemies, making it easier to pick off the stragglers. Being concurrently raided by two different enemies at once is more common during the ship reactor start-up phase, making it slightly easier to survive the onslaught.&lt;br /&gt;
&lt;br /&gt;
If there are unopened [[ancient shrine]]s you can open them, which may contain artifacts, mechanoids, confused spacers, all useful against raiders, or none of the above.&lt;br /&gt;
&lt;br /&gt;
Using the [[psychic animal pulser]] or the Manhunter Pulse psychic ability is essentially invoking this tactic, but you need to be very careful when using it.&lt;br /&gt;
&lt;br /&gt;
=== Environmental hazards ===&lt;br /&gt;
Very rarely, when unable to put up a proper fight, you can count on Mother Nature to play for your side. Invaders will come to you without proper protection against the weather. You will be able to fend off the attack without confrontation.&lt;br /&gt;
&lt;br /&gt;
Choosing to play on an extremely hot or cold map, such as in a [[sea ice]] biome near the poles, seals the fate of all human raiders foolhardy enough to come. However, once passing 300 raid points, only [[mechanoids]] will spawn in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Siege flee from Toxic fallout and hypothermia.png|'''Siege flees from Toxic fallout and hypothermia.'''&lt;br /&gt;
File:Siege flee from Toxic fallout and hypothermia 2.png|'''Free prisoners in bulk.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Humanoid assaults =&lt;br /&gt;
== Raiders ==&lt;br /&gt;
&amp;quot;Raiders&amp;quot; come in a wide variety of sub-types, and with a surprising variety of tactics. But they all need to be explained the error of their ways...&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
&lt;br /&gt;
[[Raider]]s will attack randomly chosen constructed objects, colonists and colony [[animals]]. They will not attack natural rock walls (except for sappers), non-hostile wild animals or unpowered [[turrets]]. They will attack [[prisoner]]s if they are captured from their enemy factions.&lt;br /&gt;
&lt;br /&gt;
They usually set fire to crops in [[growing zone]]s, [[power]] generators, [[power conduit]]s, and other [[production]] buildings. They will melee attack furniture, doors and walls. They will also use thrown explosives on structures, and some use [[EMP grenades]] to stun your turrets.&lt;br /&gt;
&lt;br /&gt;
Raiders will prioritize firing on [[colonists]] or [[turrets]] that are actively engaging in the fight, but will otherwise attack random objects.&lt;br /&gt;
&lt;br /&gt;
If human raiders are unable to defeat your colony in time, they may give up. Normal raiders will give up between {{ticks|26000}} to {{ticks|38000}} after the raid begins, while sappers will give up between {{ticks|33000}} to {{ticks|38000}} after they begin the attack.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
Human raiders will sometimes start by standing around in a group where they spawned and will continue this until they lose a certain amount of raiders or they hit a certain preparation time limit, at which point they begin the assault. When a colonist is close to the raiders they will attack the colonist.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Raiders spawn with randomized equipment determined by their &amp;quot;pawn kind&amp;quot;. While the budget for &amp;quot;purchasing&amp;quot; each individual of the different pawn kind is determined by the [[storyteller]] and the current [[raid points]] value, the equipment itself is decided by the weapon and clothing budgets and type restrictions of the pawn kind. More information on the pawn kinds can be seen in the Pawns sections on each [[faction]]s' page.&lt;br /&gt;
&lt;br /&gt;
==== Apparel ====&lt;br /&gt;
[[Raiders|Pirates]] can range from only wearing a tattered pair of [[pants]] to [[flak vest]]s to full sets of [[marine armor]]. [[Raider#Mercenaries|Mercenary slashers]] will always come in [[shield belt]]s and only they do so. &lt;br /&gt;
&lt;br /&gt;
[[Tribals]] always come in [[tribalwear]], with some in [[war mask]]s or [[veil]]s. Some later game come with [[plate armor]] as well. &lt;br /&gt;
&lt;br /&gt;
In cold environments, both will come in wearing [[parka]]s or [[tuque]]s, protecting them from temperatures of around -40 to -50°C, sometimes up to -110°C if they wear wool parkas. They don't usually come in wearing [[duster]]s or [[cowboy hat]]s in hot areas, making them vulnerable to the heat.&lt;br /&gt;
&lt;br /&gt;
They tend to wear leather, [[cloth]] or [[synthread]] clothes, which don't provide good protection, and less commonly the more protective [[devilstrand]] or [[hyperweave]].&lt;br /&gt;
&lt;br /&gt;
While mid-late game pirates usually come with normal quality flak and marine armor providing around 100% sharp armor, with quality apparel you can push yours to have more than 130%, even without masterworks or legendaries, giving you the upper hand.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
For most factions, skills are assigned at random, meaning that raiders are not always given weapon appropriate for their skills; skilled shooters can be randomly equipped with melee weapons and melee pawns equipped with guns. So if you have your colonists equip weapons according to their skills, you already have an advantage over many enemies. Unlike the other factions, the [[Empire]]{{RoyaltyIcon}} will ''ensure'' that its soldiers have skills appropriate for their issued weapons.&lt;br /&gt;
&lt;br /&gt;
[[Tribals]] usually come equipped with primitive weapons of random quality, either melee weapons or ranged weapons limited to bows and [[pila]]. Melee weapons are not to be underestimated however, as blunt armor is often lacking and both [[longsword]]s and [[spear]]s are relatively common and have respectable {{AP}}.&lt;br /&gt;
&lt;br /&gt;
[[Pirates]] and [[outlanders]] can spawn with most weapons in the game, up to and including dangerous [[doomsday rocket launcher]]s.&lt;br /&gt;
&lt;br /&gt;
However, some classes of raider always come with the same weapon or same category of weapon. For example, [[Raider#Mercenary_sniper|mercenary snipers]] always use [[sniper rifle]]s, [[Raider#Mercenary_grenadiers|grenadiers]] always wield either [[frag grenades]] or [[molotov cocktails]], and tribal archers of all types always use [[neolithic]] ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
&lt;br /&gt;
Pirates or Outlanders may utilize some form of combat-enhancing drug, namely [[go-juice]], [[yayo]] and [[luciferium]]. They will usually start off addicted to them, and will carry some in their inventory which is dropped upon death. They may also use multiple drugs, disregarding the risk of overdose.&lt;br /&gt;
&lt;br /&gt;
These can reduce the amount of the pain received, making the raider last longer in battle before going down. Increased movement speed also allow raiders to get into position earlier, and brawlers to harass your defenders more easily.&lt;br /&gt;
&lt;br /&gt;
*[[Go-juice]] is an excellent combat drug that makes the raider much more efficient in battle. It eliminates 90% of pain, gives a 30% movement speed buff, and a 10% consciousness buff for more accuracy. The raider is almost guaranteed to fight until death, or the rarer case of incapacitation through a shattered spine, severe brain damage or removal of both legs. &lt;br /&gt;
**It's almost always more worth it to use body part-destroying weapons such as the [[Sniper rifle]] to kill them, as Go-juice does not reduce the actual damage they take.&lt;br /&gt;
*[[Yayo]] grants a 15% buff to speed and eliminates half of pain received. Enemies under the effect of yayo are more durable against damage not concentrated on a vital body part&lt;br /&gt;
**It will take more hits to down them, and more likely the raider dies first due to lethal damage, but is still possible.&lt;br /&gt;
*[[Luciferium]] grants a wide range of buffs to the user, from increased organ function, to slight movement speed and consciousness buffs, to reduced pain.&lt;br /&gt;
**It's more troublesome to capture addicted raiders since you'll need to regularly feed them luciferium to sustain their lives, which is very expensive and hard to come by -- it's usually more worthwhile to just strip and finish them on the spot.&lt;br /&gt;
**Although it is possible to farm this drug by addicting raiders to it and release them, the next time they come they will bring some with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
&lt;br /&gt;
During a [[Raider#Siege|siege]], raiders go to a location outside your base, receive materials via drop pod and will proceed to build a simple mortar camp. The mortar camp will generally have 2 mortars and sandbags as cover. The sandbags need not cover the mortars, nor will they necessarily face your base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Siege_base_construct.png|Siege camp under construction.&lt;br /&gt;
File:Siege_base_finished.png|Finished siege camp. Note that sieges always come with 2 mortars.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When faced with a siege, there are a few strategies you can use.&lt;br /&gt;
&lt;br /&gt;
In most cases it's better to attack the siege camp as the raiders will continuously siege the colony even if you're in hiding, and most likely you will eventually need to face off against the raiders yourself.&lt;br /&gt;
&lt;br /&gt;
==== Camp assault ====&lt;br /&gt;
&lt;br /&gt;
If you assault their camp, one possibility is sniping the raiders, prompting them to assault your colony directly instead of continuing their siege once you down several of them. Defeating them early enough will result in most of their items remaining intact, which you can take for yourself. &amp;lt;br&amp;gt;&lt;br /&gt;
Another alternative is to snipe the mortars, hoping an explosion will take out many raiders, but keep in mind that for those you will need to either send someone dangerously close to enemy fire, or draw all attention to one side to allow flankers to snipe and detonate them.&lt;br /&gt;
&lt;br /&gt;
Unlike most defensive situations, this time they will have the advantage of good cover on their side. You will have to find suitable cover, such as stone chunks, which you can fire from.&lt;br /&gt;
&lt;br /&gt;
Sniping [[mortar]]s under construction, when they have much lower health, is effective at wasting the enemy's resources.&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to flanking if they haven't finished their sandbags or left a side uncovered. However, once all cover is completed, flanking is less of an effective solution.&lt;br /&gt;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
The best time to attack them is when they've just started building their camp. At this time their resources would have arrived.&lt;br /&gt;
&lt;br /&gt;
Attacking them at this time forces them to use stone chunks just like you do, instead of having the superior sandbags on their side. Their mortars won't be ready as well.&lt;br /&gt;
&lt;br /&gt;
'''Attack only when their resources have arrived''', otherwise they will flee and not send any resources, which you could've stolen had you attacked later.&lt;br /&gt;
&lt;br /&gt;
==== Hit-and-run ====&lt;br /&gt;
&lt;br /&gt;
An effective tactic to lure sieging raiders out is to conduct hit-and-run attacks against them. Taking down someone usually causes them to give up on sieges and directly attack, making them lose their cover advantage.&lt;br /&gt;
&lt;br /&gt;
==== Countering with mortars ====&lt;br /&gt;
&lt;br /&gt;
If you have your own mortars, you can use them to fire back at the raiders. The raiders will stay put to defend the camp, making them easy targets for mortar strikes.  It's best to wait for the raiders to arrive at their siege encampment location so leading the target isn't required.&lt;br /&gt;
&lt;br /&gt;
[[High-explosive shell]]s deal heavy damage to tight groups of raiders if they hit, ignoring all cover but solid walls in the process. A tight volley can devastate mortar camps, forcing them to either attack or flee outright.  Waiting for their supplies to be dropped gives you the possibility of causing their own mortar shells to explode on them causing significant additional damage.&lt;br /&gt;
&lt;br /&gt;
[[Incendiary shell]]s are an effective way of distracting sieges as the raiders will be preoccupied with extinguishing the resultant flames. 2 mortars are usually enough to keep them from doing any activity other than firefighting, unless it is raining or there are no flammables nearby. This deals little damage to them, however.&lt;br /&gt;
&lt;br /&gt;
[[EMP shell]]s can stun the mortars, preventing them from firing. It is perhaps better used as a support weapon while your defenders assault the camps, to reduce the damage done to your base.&lt;br /&gt;
&lt;br /&gt;
==== Sneak attack ====&lt;br /&gt;
&lt;br /&gt;
If you don't have the strength to attack directly, you can wait for them to sleep at night, then use the opportunity to set your colonists into position for a sneak attack. &lt;br /&gt;
&lt;br /&gt;
Once someone receives an injury, everybody will wake up, so be sure to have everything in place.&lt;br /&gt;
&lt;br /&gt;
# Get within range and throw a coordinated barrage of [[frag grenades]] at the enemy, blowing the defenseless raiders to bits.&lt;br /&gt;
# Go very close (no more than 3 tiles) then unload your guns on the exposed raiders. Nearly every bullet will connect, dealing heavy amounts of damage upfront.&lt;br /&gt;
# 1 well-aimed [[doomsday rocket launcher]] can end the siege easily. While also effective at day, it is much safer to approach at night, and the raiders will also be more tightly packed.&lt;br /&gt;
# Send brawlers straight in, beating up dangerous enemies like rocketeers first. &lt;br /&gt;
# Steal their supplies and wait for them to send more. Free food and mortar shells!&lt;br /&gt;
# Scatter chemfuel canisters around the camp, pick up shells and survival meals. Retreat. Load one incendiary round into your mortar. Do one shoot, enjoy the popcorn.&lt;br /&gt;
# Burn the enemy with fire, a task made much easier while they are off-guard. This will eventually force them out to attack after suffering from heavy losses.&lt;br /&gt;
#* Lighting the mortars on fire allows them to be destroyed with ease.&lt;br /&gt;
#* Surround the camp with fire. Upon waking up, they will put forward their futile efforts in controlling the raging sea of fire around them, eventually giving up and attacking.&lt;br /&gt;
&lt;br /&gt;
==== Deep tunneling ====&lt;br /&gt;
&lt;br /&gt;
Mortars cannot hit anything that is under an overhead mountain. This makes deep mining a effective defensive strategy against heavy bombardment. If you don't build your base into a mountain, you may at least consider digging out at least one panic room for non-combatants to hide within from the shells while others head out for the assault.&lt;br /&gt;
&lt;br /&gt;
==== Firefoam shell jamming ====&lt;br /&gt;
&lt;br /&gt;
[[File:Firefoam shell jamming.png|500px|thumb|right|Enemy mortar filled with a firefoam shell, demonstrated by reddit user u/xenoxaos.]]&lt;br /&gt;
&lt;br /&gt;
An interesting way to nullify the threat of a mortar attack is to launch a transport pod filled with firefoam shells to a location closer to the mortars than the shells they brought with them. When the shells arrive, the enemy will load them shells into the mortar instead. This means that the damage to your base will be much reduced, as firefoam shells do little damage beyond damaging roofs.&lt;br /&gt;
&lt;br /&gt;
===Summon Fleshbeasts===&lt;br /&gt;
The [[Psychic_rituals#Draw_fleshbeasts|Draw Fleshbeasts]] psychic ritual can be an effective way of dealing with sieges. The ritual only takes 2 hours to complete, costs a trivial amount of [[Bioferrite]], and the resulting fleshbeasts generally pop out directly on top of hostiles on the map. Surviving Fleshbeasts are preferable to mop up compared to the damage caused by explosive shells landing in your hospital or storage rooms.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Shielded melee charges ===&lt;br /&gt;
&lt;br /&gt;
[[File:Melee_charge_edge.png|240px|thumb|right|Full melee charge at the edge of the map, with everyone shielded and equipped with melee weapons.]]&lt;br /&gt;
&lt;br /&gt;
Pirates, Outlanders or Imperials can come with all-melee charges, with most enemies wearing [[shield belt]]s. This can prove a threat to ranged-reliant defenses as they charge towards the colonists directly with their shield belts blocking large amounts of damage. &amp;lt;br&amp;gt;&lt;br /&gt;
While they are vulnerable when their shields are down, many can still reach your colonists and engage them in melee combat.&lt;br /&gt;
&lt;br /&gt;
==== Melee blocking ====&lt;br /&gt;
&lt;br /&gt;
The '''[[#Melee blocking|Melee blocking]]''' tactic is especially useful here; for better effectiveness, open multiple chokepoints to spread out enemies and keep them busy trying to squeeze in, otherwise they will get bored and wander off to attack other things.&lt;br /&gt;
&lt;br /&gt;
Shields don't stand a chance against concentrated fire poured down a narrow entrance.  Using [[Grenades|EMP Grenades]] or [[EMP launcher|EMP Launchers]] can entirely disable the enemy shields, making mowing them down much easier, but ensure you don't accidentally short out the shields of your own melee blockers.  It's best to order the grenadier or launcher wielder to attack a specific ground point rather than letting them freely select their target, as they may try to grenade a target right next to your own melee blockers.  Both grenades and launchers can deviate by up to 1 tile in any direction from the targeted square, so take that into account when selecting your aiming point.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sniper party ===&lt;br /&gt;
&lt;br /&gt;
Raiders can come using only sniper rifles, giving them a very long range but low overall damage.&lt;br /&gt;
&lt;br /&gt;
The danger comes in that if you engage them conventionally, you may need to exit your quality cover, removing your cover advantage.&lt;br /&gt;
&lt;br /&gt;
Sniping them back is not recommended unless you have a surplus of skilled snipers and cover.&lt;br /&gt;
&lt;br /&gt;
==== Luring in ====&lt;br /&gt;
&lt;br /&gt;
Instead of engaging them on the frontline, you can keep everyone out of sight, then rush out only once they get close to your base, negating their range advantage.&lt;br /&gt;
&lt;br /&gt;
==== Killbox ====&lt;br /&gt;
&lt;br /&gt;
A well-designed killbox can entirely negate any advantage that sniper parties field.  Critical to that is ensuring that line of sight is entirely blocked for incoming attackers until they are in range of your own forces, preventing them from being able to take cover once inside the killbox, and using sandbags to force them to walk (slowly) while already under concentrated fire without being able to return fire.&lt;br /&gt;
&lt;br /&gt;
=== Heavy explosives assault ===&lt;br /&gt;
&lt;br /&gt;
Enemies may come in mainly equipped with area damage weapons, such as rocket launchers, grenades and miniguns. This can cause serious damage to your base, your colonists, and the raiders themselves.&lt;br /&gt;
&lt;br /&gt;
The main danger, as always, is from the rockets. The ideal method is to [[#Distracting rockets|distract]] them from the main defending force, not only reducing damage taken by friendly forces, but also increasing friendly fire the enemy takes. The fact that so many of the raiders have rocket launchers means that friendly fire can be so serious that the raiders will decide to retreat to cut losses by friendly fire alone.&lt;br /&gt;
&lt;br /&gt;
Due to the wide use of explosives, cover is less useful; you would benefit more from flexibility in positioning rather than protection from cover. Space out your defenders, preferably far from your base structures, while giving them enough space to move around to evade attacks.&lt;br /&gt;
&lt;br /&gt;
==== Distraction ====&lt;br /&gt;
&lt;br /&gt;
If you have many tamed animals, you can zone them near the raiders, who will be distracted to fire at the animals with rockets. Enemies are much more likely to receive friendly fire when firing towards your animals right next to them.&lt;br /&gt;
&lt;br /&gt;
==== Grenadiers ====&lt;br /&gt;
&lt;br /&gt;
Besides rocketeers, many of the enemies will also be grenadiers, which are short-ranged and are thus vulnerable to fire from a distance. Once the rockets have been taken care of, you can shoot them down with concentrated fire quite easily. Make sure to dodge the grenades if they do close in.&lt;br /&gt;
&lt;br /&gt;
==== All-in melee charge ====&lt;br /&gt;
&lt;br /&gt;
You can go hardcore and send in all your shielded brawlers to go straight at the enemy rocketeers. Gunners should stay out of range of rockets until all rockets launchers have been used.&lt;br /&gt;
&lt;br /&gt;
This is especially effective when '''they come in to chase a refugee''', leaving you enough time to position your brawlers deep into the enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
At any rate, expect losses this way due to the concentrated explosions.&lt;br /&gt;
&lt;br /&gt;
=== Base flank ===&lt;br /&gt;
&lt;br /&gt;
Besides sending one large attack party, enemies can also split up their forces and attack your base from multiple sides. &lt;br /&gt;
&lt;br /&gt;
To adequately defend against this sort of attack, you may need to split up your own defenders and fight several battles at once, thus increasing the difficulty of managing the battle.&lt;br /&gt;
&lt;br /&gt;
Each of the individual groups will flee on their accord.&lt;br /&gt;
&lt;br /&gt;
==== Divide and conquer ====&lt;br /&gt;
&lt;br /&gt;
If the enemy decides to prepare before attacking, you can afford to send out a larger attack party to eliminate the groups one-by-one.&lt;br /&gt;
&lt;br /&gt;
=== [[Sappers]] ===&lt;br /&gt;
&lt;br /&gt;
Sappers will mine and blast their way through any obstacles, such as natural or constructed walls, though avoiding high-health ore veins. They will also try to circumvent your defenses to attack from another direction. Their goal is to reach one of your bedrooms or barracks, where they will begin to wreak havoc.&lt;br /&gt;
&lt;br /&gt;
In an open base, sappers can usually be treated as a weaker-than-usual bunch of raiders. However, they are a great threat to turret-reliant, mountain or walled bases, including bases with killboxes.&lt;br /&gt;
&lt;br /&gt;
Their grenadiers and miners deal heavy damage to structures; even the toughest [[plasteel]] walls will not stop them for long. They will also persistently try to tunnel into your base, continuing even if their digger is killed or they are under attack.&lt;br /&gt;
&lt;br /&gt;
==== Turret funneling ====&lt;br /&gt;
&lt;br /&gt;
It is possible to funnel sappers with unpowered turrets, since sappers will avoid entering turret radius. Note that this doesn't appear to work to funnel sappers into killboxes.&lt;br /&gt;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
With enough manpower, you can choose to intercept them while they're tunneling into your base. They tend not to use cover when doing so, so you can catch them by surprise. Once your defenders intercept them, they will turn to engage you.&lt;br /&gt;
&lt;br /&gt;
==== Rocket counterattack ====&lt;br /&gt;
&lt;br /&gt;
The [[doomsday rocket launcher]] is your best bet against sappers, if they aren't a full melee charge. Since they are bunched closely together, a single well-placed rocket can blow up most of the attacking party, causing the rest to flee in panic. If they have rocket launchers, they may drop them on death, so you may actually end up with more rockets than you started with.&lt;br /&gt;
&lt;br /&gt;
If you are the one using the rockets, you have the advantage of being able to fire first. Aim it at a spot where the enemy is likely to be bunched up. If you're quick you can defeat the enemy before they can even fire back at you, ensuring victory.&lt;br /&gt;
&lt;br /&gt;
Rocketeers should be behind your best cover so they can survive long enough to fire. Your other colonists should be closer to the enemy to draw fire, but out of the rocket's path lest it hits your colonists instead.&lt;br /&gt;
&lt;br /&gt;
==== Mountain bases ====&lt;br /&gt;
&lt;br /&gt;
If you're in a mountain base you can draft a few melee pawns to wait at the entrance, as well as a few ranged pawns facing the entrance to fire down the tunnel. When they do break in you will already have prepared to face the raiders and can pour a stream of lead right into their face or cut them into pieces.&lt;br /&gt;
&lt;br /&gt;
In a mountain base, since they take longer to mine through the rock, you may try placing an [[IED trap]] right behind the wall that a sapper is trying to tunnel through, to catch them by surprise with an explosive blast. This is especially effective if it's placed right on the other side of a loose [[stone chunk]] (easily found in tunnels), which will slow down any enemies stepping over it enough that they won't be able to retreat in time.&lt;br /&gt;
&lt;br /&gt;
==== Aftermath ====&lt;br /&gt;
&lt;br /&gt;
Remember to cover up any tunnels or gaps in your defenses as they open up an opportunity for raiders to come straight into your base. You may fortify it and turn it into a booby-trapped chokepoint to catch unsuspecting raiders seeking direct entry.&lt;br /&gt;
&lt;br /&gt;
=== Drop pod attacks ===&lt;br /&gt;
&lt;br /&gt;
Sometimes pirates or mechanoids will come in drop pods. If they land at the edges, they can be treated as a normal raid party, unless you have expanded to the edges, in which they will land inside your base.  &amp;lt;br&amp;gt;&lt;br /&gt;
To defend against this, have a second line of defenses inside your base so you can deny the drop-podders easy entry into your base.&lt;br /&gt;
&lt;br /&gt;
The main danger comes in landing right in the center of your base. Capable enemies not using alternative strategies such as sieges or sappers have a 10% chance of doing so.&lt;br /&gt;
&lt;br /&gt;
Once they choose to land there, things will get ugly. By landing in the middle, they bypass most of your conventional defenses, and you can't use your cover advantage against them. They will also break through constructed roofs on their way down, landing right inside rooms and buildings. This can put not only your colonists, but your stockpiles in grave danger, as well, especially if they land near your volatile [[mortar shell]]s or [[chemfuel]] stores, or [[Battery|batteries]]. &lt;br /&gt;
&lt;br /&gt;
Fortunately for you, they have a short delay ({{ticks|520}}to be exact) before they open and all hell breaks loose. They also come in smaller numbers than regular raids.&lt;br /&gt;
&lt;br /&gt;
Enemies in drop pods cannot land in tiles beneath an Overhead mountain, so tunneling deep underground can make safe rooms.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
Once you see them land, you should immediately decide what strategy will you use: attack immediately or wait and let them break furniture or steal things. In case of immediate attack, draft any nearby armed colonists to the site, whether they are your designated soldiers or not. Let them hold off the attackers for a while before your soldiers arrive to help. You have less than 9 seconds before they open, not enough for a soldier to get halfway across the map to help.&lt;br /&gt;
&lt;br /&gt;
Any non-combatants should immediately be evacuated. They may still stay close to help in rescue efforts, pulling out any downed colonists. Make sure it's safe to rescue them- as in rescuers not walking through the crossfire and back again to get a colonist to the hospital. You may need to forbid doors to prevent them from walking through the firefight into a hospital. Melee is useful against these attacks, for you can immediately start beating up the enemy as soon as they exit the pods. They can also shut down dangerous enemies such as rocketeers.&lt;br /&gt;
&lt;br /&gt;
If you decided to wait, draft your soldiers and put them near (but not close) to the drop area and wait. When raiders face no resistance, they will immediately start breaking furniture, put fire (sometimes turning the room they landed into gas chamber) and later will decide to steal some things (including furniture that can be moved), take it and flee. Let them do it, and when they take items and go, attack. While fleeing, they will not resist, making it much safer to kill all of them and return stolen back to the storage. Works best when raiders landed inside the locked room.&lt;br /&gt;
&lt;br /&gt;
Like other raids, humanoid raiders will attempt to flee after receiving heavy losses; however, if they land inside enclosed areas of your base, they will be trapped, allowing your colonists to down and capture them at leisure; in their panic, they won't try to fight back, until you're well into beating them up.&lt;br /&gt;
&lt;br /&gt;
==== Cover ====&lt;br /&gt;
&lt;br /&gt;
You should use your furniture or wall corners as cover and fire from behind them. You can also have 2 colonists hiding behind each doorway for full cover. Toggle the doors to be held open, otherwise they can't fire. Be careful as enemies will also utilise cover as well; to combat this, attack from multiple angles or use melee fighters.&lt;br /&gt;
&lt;br /&gt;
Spread out colonists so they don't take collateral damage, even if it may mean some will fire out of cover. Keep heavily armored colonists up front and lightly armored colonists at the back.&lt;br /&gt;
&lt;br /&gt;
Colonists with high construction skill can relocate furniture quickly; use this to your advantage by creating cover for yourself and removing it from enemies.&lt;br /&gt;
&lt;br /&gt;
If you have larger bases, you can build indoor defensive positions along crucial corridors, but take care not to let the enemy use them. Stone [[shelf|shelves]] are an option as they are durable, non-flammable and beauty-neutral.&lt;br /&gt;
&lt;br /&gt;
==== Fire management ====&lt;br /&gt;
&lt;br /&gt;
As most furniture is flammable, you will need to extinguish any fires if you want to prevent damage. One option is to reinstall and trigger a firefoam popper inside, which also fireproofs the room, preventing any further fires.&lt;br /&gt;
&lt;br /&gt;
If you prioritize the defeat of the raiders over the loss of your property, and the walls of the room are fireproof, you can simply let fires burn, or even start some more, while you evacuate the room and shut the doors, cooking the raiders alive. Watch out for fire and heat spreading to nearby rooms, and put out fires immediately once the raiders are well done. &amp;lt;br&amp;gt;&lt;br /&gt;
Not effective against mechanoids as they aren't affected by temperature and cannot be set on fire.&lt;br /&gt;
&lt;br /&gt;
==== Equipment ====&lt;br /&gt;
&lt;br /&gt;
High-DPS or melee weapons work best to deal with drop pod attacks. &amp;lt;br&amp;gt;&lt;br /&gt;
Mid-range weapons are also good for clearing out larger rooms. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long-ranged weapons are less effective due to their low damage output and the confined nature of indoor spaces rendering their superior range unnecessary.&lt;br /&gt;
&lt;br /&gt;
Explosive, incendiary or area denial weapons are excellent at room-clearing, but are not recommended except in dire situations due to heavy collateral damage.&lt;br /&gt;
&lt;br /&gt;
=== Tribal raids ===&lt;br /&gt;
&lt;br /&gt;
[[File:Tribal_raid.png|300px|thumb|right|Group of tribal fighters.]]&lt;br /&gt;
&lt;br /&gt;
Tribal raiders come with relatively poor equipment, instead relying on sheer numbers for power. Their neolithic weapons can dish out heavy damage despite their low technology level. They are also adept at combat, with many being acquainted to some combat skill or another. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Different strategies may be required, compared to pirate or outlander raids.&lt;br /&gt;
&lt;br /&gt;
==== Tribal fighters ====&lt;br /&gt;
&lt;br /&gt;
They can take more of a beating compared to other poorly armored enemies as some of the clothing items they wear gives them increased endurance against pain, but when compared with other decently armored enemies they are easier to kill individually as their clothing doesn't provide much protection overall.&lt;br /&gt;
&lt;br /&gt;
Their archers or hunters can fire their bows from a somewhat long distance, sometimes forcing you out of cover to fire your shorter ranged weapons at them.&amp;lt;br&amp;gt;&lt;br /&gt;
Warriors or berserkers don't use shields (unlike their pirate counterpart, the mercenary slasher), making them vulnerable to gunfire.&lt;br /&gt;
&lt;br /&gt;
You should watch out for the pila wielded by heavy archers, as well as berserkers.&lt;br /&gt;
*Despite the short range and slow fire rate, pila are incredibly deadly if they land, capable of killing or incapacitating unprotected colonists with a lucky shot to the heart, spine or limbs.&lt;br /&gt;
*Berserkers carry excellent melee weapons that dish out incredible amounts of damage once they get close.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
You will need sufficient mid-long range firepower to take down tribal archers from a distance, for getting close to them in order to fire your guns is pretty much suicide. Long-ranged weapons beyond 32 tiles can effectively hit archers at maximum range, matching or outranging them.&lt;br /&gt;
&lt;br /&gt;
Close-mid ranged weapons with high stopping power are good for taking down tribespeople that come too close to your defenders, but they alone cannot defeat tribals effectively just by staying in static cover.&lt;br /&gt;
&lt;br /&gt;
Crowd control helps greatly in defeating tribal raids. &lt;br /&gt;
&lt;br /&gt;
*The [[Minigun]] is extremely effective as it can easily mow down the densely packed groups of tribal invaders.&lt;br /&gt;
*All explosive weapons are devastating on tribals.&lt;br /&gt;
**Rocket launchers deal heavy damage while being reasonably accurate.&lt;br /&gt;
**[[High-explosive shell]]s can pulverize a sizable group of tribals at once if they manage to hit.&lt;br /&gt;
**Grenades are less effective as you have to risk a colonist or two in order to get in range.&lt;br /&gt;
*Incendiary weapons are good at getting pesky archers out of cover for your colonists to hit.&lt;br /&gt;
&lt;br /&gt;
=== Empire raids ===&lt;br /&gt;
&lt;br /&gt;
Added in the new [[Royalty DLC]], the Empire is capable of sending powerful troops to assault your base. Unlike Outlanders, Tribals, or Pirates, one major advantage they have is that their skills are matched with the weapon they use- melee Champions will actually be good at melee, while Troopers, Janissaries or Cataphracts all have excellent ranged performance. &lt;br /&gt;
&lt;br /&gt;
Cataphracts are among the most heavily-armored units in-game, with an outer layer of [[cataphract armor]] and an inner layer from an [[armorskin gland]]. However, their armor also slows them down significantly.&lt;br /&gt;
&lt;br /&gt;
This can, however, be turned to your advantage through the use of [[Psycasts]] introduced in the Royalty DLC.  Using Berserk or Berserk Pulse on the most dangerous of the hostile army can cause them to turn their powerful weapons towards murdering (and being murdered by) their allies rather than your colonists.  Note that Berserk Pulse can affect pawns immediately on the other side of a wall by casting the ability on a tile adjacent to a wall, allowing the ability to function as a defense against sappers or groups moving through constrained areas (such as a narrow snaking corridor leading to your killbox).&lt;br /&gt;
&lt;br /&gt;
== Caravan ambushes ==&lt;br /&gt;
&lt;br /&gt;
Defensive battles don't always happen at base. Sometimes it may happen far away from it, striking one of your caravans, perhaps loaded with plenty of silver. Or maybe they creep to your traders and demand ransom, which you don't feel like paying. You always need to be prepared for ambushes when you send out caravans.&lt;br /&gt;
&lt;br /&gt;
=== Escort ===&lt;br /&gt;
&lt;br /&gt;
In any cargo-carrying caravan, sending only 1-2 colonists is usually not advised except in very short-distance trips as they will not be able to fend off an ambush. In this case, have combat-capable escort members which can fight and carry items, as well as medics who will patch up your colonists after battles.&lt;br /&gt;
&lt;br /&gt;
If you have lots of attack animals, you can also send just 1 skilled handler with the attack animals. They can swarm any attackers, and you can leave colonists back at base for work. Remember to take into account the animals' food needs; grazing animals work best for this reason.&lt;br /&gt;
&lt;br /&gt;
If you are not carrying much besides a lone colonist, leaving him to go alone is helpful as lone colonists are hard to detect, reducing both the likelihood and the power of ambushes. A single colonist with a pack animal trained to obedience should be able to fend off most attackers.&lt;br /&gt;
&lt;br /&gt;
=== Ambush site ===&lt;br /&gt;
&lt;br /&gt;
The ambush site is small, restricting the space where you can conduct your battle. This renders many tactics obsolete, such as long-ranged sniping or kiting. You will often have to face off the enemy in a direct gunfight or brawl.&lt;br /&gt;
&lt;br /&gt;
Besides this, you can't escape the fight until it's over, leaving no choice but to fight back.&lt;br /&gt;
&lt;br /&gt;
=== Cover and positioning ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ambush_fight.png|600px|thumb|right|Improvised defensive position against ambushes, making the best of what is there. Colonists behind walls will enjoy up to 75% full cover, while pirates will only receive 25% at most  from trees and such. Two brawlers are ready to execute a melee sortie, while another is ready to [[#Peeling|peel]] for the gunners. Combined with good equipment, this allows the fight to be won with few injuries even when outnumbered.]]&lt;br /&gt;
&lt;br /&gt;
If you have time, go somewhere where there is cover for you, but not the enemy. This gives you a significant upper hand in defensive battles where the enemy is coming at you. You should be hiding behind walls for cover if possible, as they provide up to 75% cover, but if they are not available, use what is available, e.g. stone chunks or trees. Space out your defenders to reduce the amount of collateral damage the pirates deal. &lt;br /&gt;
&lt;br /&gt;
Melee sorties or rushes work well if you have brawlers, to negate any dangerous ranged threats; [[shield belt]]s help them traverse the short distance to engage.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
You will need to bring some items so you can be prepared for a surprise attack.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
You usually don't have weapons to switch in a caravan unless you're bringing more than you need with you, so choosing the right weapons for your escort party is important.&lt;br /&gt;
&lt;br /&gt;
*High-DPS weapons are optimal for dealing with ambushes.&lt;br /&gt;
*Long-ranged weapons are good for taking down targets at medium-long range, however their low DPS may offset their range advantage in an ambush.&lt;br /&gt;
*[[Minigun]]s are good against tightly-packed raiders hiding behind cover in an ambush. However, their heavy weight and movement speed reduction means you may want to reconsider bringing one.&lt;br /&gt;
*Melee weapons can help fight off enemy brawlers, or disrupt enemies behind cover. You should have at least 1 melee fighter in each escort.&lt;br /&gt;
&lt;br /&gt;
==== Medicine ====&lt;br /&gt;
You should have some medicine handy so your colonists can patch themselves up after the battle.&lt;br /&gt;
&lt;br /&gt;
[[Medicine]] should be your choice here; you should try to get good treatment to reduce chance of infection, as colonists don't get much rest in a caravan. [[Herbal medicine]] is useful if you have a good doctor on hand.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan immediately after the battle is ended; you can bring along any downed colonists, as well as capture downed enemies. The caravan members will tend to themselves shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can stay and forage from the ambush map before you leave.&lt;br /&gt;
&lt;br /&gt;
= Manhunters =&lt;br /&gt;
Animals, singly or in groups, may randomly turn mad and become hostile due to various reasons.&lt;br /&gt;
&lt;br /&gt;
When mad, they will actively attack humans or mechanoids, and will not attack other structures unless provoked (such as seeing someone walk through a door.  Note that this includes colony animals.  Manhunters can and will navigate through doors opened by colony animals, and will attack the door for a while if the door closes in front of them). They are not sophisticated in their attacks and are only capable of actively using melee. Some can explode upon death for devastating results.&lt;br /&gt;
&lt;br /&gt;
=== Animal categories ===&lt;br /&gt;
Most animals can be part of a manhunter pack. Each kind has its own statistics, and can be roughly grouped as follows:&lt;br /&gt;
&lt;br /&gt;
# In terms of speed:&lt;br /&gt;
#*Slow: Animals that run slower than an average colonist. This allows you to kite them in addition to melee blocking.&lt;br /&gt;
#*Fast: Animals that are faster than most colonists.&lt;br /&gt;
# In terms of other properties:&lt;br /&gt;
#*Explosive: Animals that explode on death such as [[boomalope]]s or [[boomrat]]s. They can set your brawlers alight, ruining melee blocking defenses, so for these, you may need alternative tactics.  These types, however, can trigger a chain reaction, as the explosion from one animal can kill others, causing further explosions and potentially further deaths.&lt;br /&gt;
&lt;br /&gt;
=== Occurrence ===&lt;br /&gt;
&lt;br /&gt;
Mad animals can strike your colony in several ways.&lt;br /&gt;
&lt;br /&gt;
#Singular mad animals may randomly attack.&lt;br /&gt;
#Manhunters packs can arrive in great numbers, afflicted by the deadly disease [[Scaria]].&lt;br /&gt;
#Psychic waves drive all animals of a single species insane, directing them at your colonists. They are usually scattered at first, then proceed to converge on your colonists.&lt;br /&gt;
#In an unfortunate hunting incident, animals being hunted will turn on you, and may even bring their allies along.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
 &lt;br /&gt;
As with any full melee attacks, '''[[#Melee blocking|melee blocking]] is an extraordinarily efficient way to defeat manhunter packs'''. This is especially so if the animals are small such that they deal little damage before being killed, one after another.&lt;br /&gt;
&lt;br /&gt;
When psychic waves occur, either lure animals into one spot or set up multiple chokes for attack.&lt;br /&gt;
&lt;br /&gt;
=== Animals vs. Animals ===&lt;br /&gt;
&lt;br /&gt;
One good way to fight off mad animals is with... more animals! Just draft anyone with Release-capable animals assigned, and set them out. Your colonists can watch safely from a distance, or take a potshot or two while watching the animals tear each other apart. Just remember to have someone mop up the bloodstains and haul the corpses of the fallen.  As with melee blocking in general, even non-Release-trained animals can be used for defense by confining them to a single tile zone at the exit of your killbox, causing them to both body-block and attack any hostile animals that try to enter through it while your colonists shoot at them.&lt;br /&gt;
&lt;br /&gt;
=== Hit-and-run ===&lt;br /&gt;
&lt;br /&gt;
A slower strategy is to draft a colonist, place it in a door to shoot a maddened animal, move the colonist back to safety and wait until the animal gives up and wanders off, then repeat. Be careful since this will draw the attention of surrounding maddened animals making them attack the door where the colonist came from, so be ready to repair it immediately. &amp;lt;br&amp;gt;&lt;br /&gt;
You can either kill them directly or wait for blood loss to take its toll. Larger animals can be softened this way before you move in for the kill.&lt;br /&gt;
&lt;br /&gt;
This method is best used if you don't have enough firepower to take on them directly, and you have durable enough doors or a good builder to hold against animal attacks.&lt;br /&gt;
&lt;br /&gt;
=== Kiting ===&lt;br /&gt;
&lt;br /&gt;
Being unsophisticated in their tactics, they can be lured easily.&lt;br /&gt;
&lt;br /&gt;
If you have good shooters that are fast (moving &amp;gt;140%), you can easily kite the faster animals. &amp;lt;br&amp;gt;&lt;br /&gt;
The larger animals are usually slower and any colonist that has normal Moving will do fine against them, though it's still better with a faster-than-average colonist. &lt;br /&gt;
&lt;br /&gt;
It is possible to combine this with a long-range firing squad and turrets laying fire from a distance while they are chasing the colonist; be sure that the animals do not lose track of your kiters, otherwise they will switch targets and go for somebody else.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Turrets can distract manhunters for your colonists, giving them more time to shoot while enemies are occupied by the turret. They may explode when destroyed, taking out a sizeable group of animals who won't run away from exploding turrets, switching to another target only after the turret is no more.&lt;br /&gt;
&lt;br /&gt;
=== Waiting it out ===&lt;br /&gt;
&lt;br /&gt;
If you have a perimeter wall or a superstructure base with decent food stocks, you can simply wait it out inside while they relentlessly swarm outside the walls.&lt;br /&gt;
&lt;br /&gt;
Remember not to let anyone outside unless your intent is to kill the animals. Be careful with your tamed animals who may accidentally let the manhunters in by holding doors open for them.&lt;br /&gt;
&lt;br /&gt;
They will actively attack doors if a colonist hides behind them; as a precaution, build it out of a sturdier material such as [[plasteel]] so they don't get destroyed during a manhunter attack. They will give up after a while if the doors are not destroyed. Alternatively, simply have a builder build a wall behind the door, totally preventing manhunters from entering even if they break the door.&lt;br /&gt;
&lt;br /&gt;
=== Scavenging dead animals ===&lt;br /&gt;
&lt;br /&gt;
Manhunter packs are a decent source of [[meat]] for your colony. If there are still maddened animals, wait until the other animals from the pack go to sleep, walk away far enough, or get a fast colonist to try and haul the dead ones away.  Note that animals with [[Scaria]] from the manhunter pack events have a high chance of instantly rotting on death and thus being unharvestable for meat or fur/hide.&lt;br /&gt;
&lt;br /&gt;
= Mechanoids =&lt;br /&gt;
{{stub|reason=Needs new Mechanoid types and Mechanoid cluster events from Biotech and Royalty}}&lt;br /&gt;
&lt;br /&gt;
Mechanoids come in 4 types: [[Scyther]]s, [[Lancer]]s (1.0), [[Centipede]]s, and [[Pikeman|Pikemen]] (1.1). They have much differing stats and weapons, meaning different tactics may be used. All types are armored to some degree, and are basically immune to fire damage.&lt;br /&gt;
&lt;br /&gt;
In many raids where they come/drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving some time to deal with them before the centipedes. However, they can and will support one another effectively, if given the chance for them to come together.&lt;br /&gt;
&lt;br /&gt;
Unlike human raiders, they do not flee, meaning that all of them have to be taken out to neutralize the threat. They do not actively use cover, either.&lt;br /&gt;
&lt;br /&gt;
=== General strategy ===&lt;br /&gt;
&lt;br /&gt;
Ranged mechanoids have a long attack range (at least 27 tiles), making them troublesome to deal with. A way to deal with this is to [[#Luring in|lure them into close range]].&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to EMP damage, which can stun them, rendering them hunks of helpless metal. This can open a window of opportunity where you safely engage at close range, or even with melee. After each use of EMP, mechanoids will adapt to it, becoming immune to further stuns for a short while, so you will need to carefully time assaults and disengage when the mechanoids are about to reactivate.&lt;br /&gt;
&lt;br /&gt;
=== Scythers ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Scyther|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Scythers are deadly with melee, and will charge head first at your defenders. They can easily win in a 1v1 fight unless your fighters are heavily armored and have high DPS.&lt;br /&gt;
&lt;br /&gt;
The optimal method of dispatching them is by [[#Melee blocking|melee blocking]], with the added effect of luring the other mechanoids closer to your base. This must be done quickly otherwise the centipedes will catch up and unleash hell on your colonists who are closely packed together in a melee blocking attack.&lt;br /&gt;
&lt;br /&gt;
EMP weaponry combined with melee blocking is a frighteningly effective and safe way to deal with scyther-only charges. A stunned scyther standing in the chokepoint will block all the other scythers standing behind. To prevent adaptation, only stun the mechanoids within the chokepoint.&lt;br /&gt;
&lt;br /&gt;
If fighting from a distance, high-damage weapons are essential to bursting them down before they reach your colonists. Make sure you always have someone to [[#Peeling|peel]] them off your gunners in case they do survive your barrage.&lt;br /&gt;
&lt;br /&gt;
=== Lancers ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Lancer|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Lancers are capable of medium-long range supporting fire to pick out single targets. Despite their apparent role, their performance is actually better the closer you are to them, meaning that approaching them isn't a good option.&lt;br /&gt;
&lt;br /&gt;
They are vulnerable in melee combat, so melee rushing supported by close-range firepower can be used to take them down. Their low health makes taking them down relatively quick despite their light armor, though their damage in melee combat should not be underestimated, and concentrated fire from charge lances can make short work of shields.&lt;br /&gt;
&lt;br /&gt;
If fighting from a distance, cover is vital in getting the upper hand. You need to be able to get your other gunners into range while giving them reasonable cover from the high damage shots. Lancers aren't particularly good shooters (equivalent to a level 8 shooter), so you may readily outperform them with sufficient mid-long ranged firepower.&lt;br /&gt;
&lt;br /&gt;
=== Centipedes ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Centipede|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[Heavy charge blaster]] can annihilate groups of colonists, while the [[Inferno cannon]] sets your colonists ablaze and will burn down your base if you're not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before being downed.&lt;br /&gt;
&lt;br /&gt;
Spreading colonists apart can mitigate the crowd-control capabilities of centipedes, limiting the number of colonists hit by their weapons.&lt;br /&gt;
&lt;br /&gt;
The Inferno cannon is annoying to deal with and should be your priority target. Keep watch on your colonists at all times and always send them back into cover after they get hit.&lt;br /&gt;
&lt;br /&gt;
Despite their high resistance against sharp damage, shooting them is generally the best option. One good thing is that their large size makes them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
Engaging it in melee is possible, though you have to be careful. While centipedes don't hit hard in melee, if they are carrying the heavy charge blaster, they can deal massive damage to grouped up brawlers, while inferno cannon can cause the brawlers to ignite and run, allowing the previously locked down centipedes to fire. Ideally, all nearby centipedes must either be engaged in melee or disabled to prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
Their slow speed and weaker blunt armor make them excellent targets for high-explosive mortar attacks. Often you can land a couple of blows before they reach firing range, weakening them. This property also allows you to kite them provided they have no lancers or scythers supporting them.&lt;br /&gt;
&lt;br /&gt;
=== Pikemen ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Pikeman|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Introduced in 1.1, pikemen take over the lancer's role as snipers. Their extreme range is only matched by the [[sniper rifle]].&lt;br /&gt;
&lt;br /&gt;
They have poor damage output, making them less threatening compared to other mechanoids. Their accuracy is also not appropriate for a sniping mech- equivalent to a level 8 shooter, it will more often than not miss at range.&lt;br /&gt;
&lt;br /&gt;
As the description says, engaging pikemen at close range can be a viable way to take them down, once all others have been dealt with. Charging them can be risky due to the long distance pawns need to travel, but shield belts make the charge much safer, especially when you have multiple brawlers charging at once to divert concentrated fire. Swarming them with trained animals is also a viable strategy if you lack multiple skilled melee pawns or need them elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Termites ===&lt;br /&gt;
[[{{Q|Termite|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Spawning only in mechanoid breach raids, the [[termite]] is a dedicated anti-structure opponent. The termite's [[thump cannon]] can deal tremendous damage to your structures, and are able to destroy a three tile wide section of any [[wall]] weaker than [[plasteel]] in three shots or less. Against pawns, however, it is significantly less effective with lower damage, {{AP}}, and {{DPS}} than even the lowly [[short bow]].&lt;br /&gt;
&lt;br /&gt;
Since they are so specialized in breaching walls, they cannot deal much damage to your pawns. However, killing them should be prioritized after [[scyther]]s, since they will destroy your pawn's [[cover]], exposing your pawns to danger from the termites much more directly dangerous companions.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ships ===&lt;br /&gt;
&lt;br /&gt;
Mechanoids are also part of crashed ship events. In 1.1 they drop alongside the ship in pods, while in 1.0 or earlier they swarm out when the ship is damaged.&lt;br /&gt;
&lt;br /&gt;
The type and where it lands are both important factors to consider when dealing with them.&lt;br /&gt;
&lt;br /&gt;
Psychic parts will reduce mood and occasionally drive nearby animals mad, while defoliator parts (aka. poison ship parts in 1.0) will kill nearby plants and cause serious losses to pastures or crops. You cannot deconstruct the part, only destroy it.&lt;br /&gt;
&lt;br /&gt;
Since they won't attack until triggered, you have some time to prepare. However, the longer you take, the worse it gets. If the defoliator ship part lands on the opposite side of your base at a map border, it is possible to leave it there, as they will also react to incoming raids and you may as well solve two problems at once. Not the same for the psychic version though.&lt;br /&gt;
&lt;br /&gt;
If they land between your plantations, you will need to place firefoam poppers and trigger them before combat to prevent fires; the foam will persist until it rains, but then if it is rainy, you won't need the poppers. You may also want to keep a few untriggered poppers nearby to rapidly extinguish a group of burning colonists at once.&lt;br /&gt;
&lt;br /&gt;
[[File:Crashed ship part using foam poppers.png|center|500px]]&lt;br /&gt;
&lt;br /&gt;
==== Defense behavior ====&lt;br /&gt;
&lt;br /&gt;
Mechanoids are triggered immediately when the part is damaged, or something is built within a three-tile radius. They may also be triggered by the Firefoam popper explosion. &lt;br /&gt;
&lt;br /&gt;
Upon triggering, scythers will immediately charge to attack, while lancers, centipedes and pikemen may instead sit in place and attempt to shoot interlopers, only moving to get within range.&lt;br /&gt;
&lt;br /&gt;
Afterwards, they will guard the ship part, engaging any hostiles that come close, and chasing them over short distances. They will return to the part if targets stray too far away from the ship.&lt;br /&gt;
&lt;br /&gt;
In 1.0 mechanoids chased targets over long distances and abandoned the ship part when it is at 50% health.&lt;br /&gt;
&lt;br /&gt;
==== Long-range engagement ====&lt;br /&gt;
&lt;br /&gt;
In the current version, it is better to trigger the mechanoids from a distance, rather than fighting way up close. This is necessary such that you can weaken the scythers with concentrated fire before they reach melee engagement range, as well as give you more time to defeat the lancers before the centipedes move within range. Scythers are especially dangerous as they come in swarms and can quickly overwhelm your gunners, as well as overpower your melee brawlers unless you outnumber or outarm them.&lt;br /&gt;
&lt;br /&gt;
You can trigger the mechanoids either by high-explosive mortar fire, or sniping the ship part.&lt;br /&gt;
*By attacking with sniper rifles at maximum range you will gain a good enough lead against the mechs to be able to escape safely even without enhancements unless armor is over-encumbering your colonists.&lt;br /&gt;
*Mortar volleys can soften the mechanoids, making them easier to defeat by your colonists afterwards.  Mortars may also destroy the ship part itself, which both ends the threat and prevents the mechanoids from disengaging from an attack and returning to guard it (though this can be either good or bad depending on the state of your defenses).&lt;br /&gt;
*In 1.1 you can also use EMP to stun them before engaging, then retreat before they exit stun, which is 25 seconds after being hit by EMP.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
High-DPS weapons are optimal at destroying both the ship part and its defending mechanoids.&lt;br /&gt;
&lt;br /&gt;
Due to the mechanoids spawning very close together, area of effect or crowd control weapons are punishing against them:&lt;br /&gt;
*The [[minigun]] is a powerful weapon here:&lt;br /&gt;
**It can make short work of the bunched-up mechanoids, then shred the ship part using its unparalleled raw DPS.&lt;br /&gt;
**Its already high DPS is further amplified when attacking centipedes as their large size makes it easier to land shots.&lt;br /&gt;
**Its long range allows you to attack from a safer distance.&lt;br /&gt;
*EMP mortar blasts are able to stun a large number of mechanoids caught in its blast. As the ship part blocks EMP pulses, fire several at once to hit all enemies with a single volley.&lt;br /&gt;
*Explosive weapons are useful for dealing damage, but keep in mind that the ship part will block the explosion. They do extra damage to the ship part.&lt;br /&gt;
&lt;br /&gt;
Incendiary weapons are a poor choice for any situation involving mechanoids or crashed ships, given that both are non-flammable.&lt;br /&gt;
&lt;br /&gt;
The [[orbital power beam targeter]] is the ultimate weapon against crashed ships. All you need to do is to aim the beam directly on the ship, and the beam will melt both the ship and its surrounding mechanoids.&lt;br /&gt;
&lt;br /&gt;
==== Construction ====&lt;br /&gt;
&lt;br /&gt;
{{main|Defense structures#Crashed ships}}&lt;br /&gt;
&lt;br /&gt;
Construction is an important part of defeating the mechanoids in a crashed ship. Usually it is best if you can prepare ample cover, such as sandbags or walls, to shoot from.&lt;br /&gt;
&lt;br /&gt;
Keep note that building within a three-tile distance will instantly trigger the mechanoids.&lt;br /&gt;
&lt;br /&gt;
If done properly, [[IED trap]]s can be used to weaken a mechanoid swarm. Don't build too many or you will vaporize the mechanoid corpses, which can be deconstructed for resources.&lt;br /&gt;
&lt;br /&gt;
==== Luring in ====&lt;br /&gt;
&lt;br /&gt;
If you already have ample static defenses, like killboxes, and you want to lure the mechanoids in, you will need to make the mechanoids abandon the ship by destroying it from a long distance.&lt;br /&gt;
&lt;br /&gt;
Previously in 1.0, you can lure the mechanoids simply by triggering at range.&lt;br /&gt;
&lt;br /&gt;
==== Hit-and-run (1.1) ====&lt;br /&gt;
&lt;br /&gt;
Their behavior change in 1.1 makes them vulnerable to hit-and-run tactics. After taking care of the scythers, you are able to chip away at the mechanoids slowly by shooting with sniper rifles at maximum range. If all pikemen are taken out then you are able to safely engage without fear of returning fire.&lt;br /&gt;
&lt;br /&gt;
==== Zoning animals ====&lt;br /&gt;
&lt;br /&gt;
When dealing with a crashed psychic ship part that has been there for some time, do not let any of your tamed animals near it, for the ship part can drive them into manhunter mode. This is additionally harmful as they are capable of opening doors to attack your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid breach raids ===&lt;br /&gt;
Mechanoid of the breach raids will not ever walk through the kill box as you wanted them to, instead they will blast walls down and head straight for your base. Their path is usually aimed for the colonists' beds and most valuable destructible items such as expensive furniture, workshops, dining/recreational rooms etc. until your colony is completely destroyed or the mechs get killed.&lt;br /&gt;
&lt;br /&gt;
It is recommended to have double outer walls around your base, empty space about 10-15 cells wide and the actual layer of inner defense like &amp;quot;wall, barricade, wall, barricade...&amp;quot; inside, when the mechs break in you can use EMP, melee rush tactic, bait and kite them in this &amp;quot;killzone&amp;quot; area with long ranged guns: Bolf-action riffles or/and Assault riffles. Never fight them in open field, they will outrange you!&lt;br /&gt;
&lt;br /&gt;
It is worth considering the use of a [[Psychic shock lance|psychic shock]] or [[Psychic insanity lance|insanity lance]] to take down the [[termite]] from far away, as there will only be up to two termites per raid. Losing the use of the specialized anti-structure [[thump cannon]] will significantly delay the raid, as they will instead be forced to destroy walls in their path with their more traditional weaponry. This gives you time to prepare a defense behind that section of wall.&lt;br /&gt;
&lt;br /&gt;
Typically this raid strategy will result in the mechanoids clumping up, giving a prime target for [[EMP grenades]] or a [[triple rocket launcher]], hopefully to devastating effect. Note the mechs will not attack colonists unless they come into the range of the mechanoid's gun. The long range of the triple rocket launcher is beneficial here, only putting the wielder in range of the [[pikeman|pikemen's]] needle gun.&lt;br /&gt;
&lt;br /&gt;
= Infestations =&lt;br /&gt;
&lt;br /&gt;
[[Infestation]]s will spawn under Overhead Mountains within 30 tiles of a colony [[structure]]. They can be a serious hazard in mountain bases due to the lack of free space to run away from with too many obstacles on the path, but not so much threat in open area (flat) maps. [[Insectoids]] are lightly armored, exclusively use melee and are slower than colonists. This gives them some protection against close range attacks, but leaves them vulnerable to ranged attacks and kiting tactics.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation within mountain rooms bugs.png|400px]]&lt;br /&gt;
&lt;br /&gt;
'''If you don't destroy them fast enough, they can reproduce, giving rise to even more hives and insects'''. This is especially true if you happen to have forgotten about a [[hive]], which given time can build itself into a giant mega-hive.&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
&lt;br /&gt;
Insects have a hive mindset; they will remain tending to their hive cluster, until they see an intruder, in which case they begin to engage all at once. They may also attack random furniture and structures in your colony.&lt;br /&gt;
&lt;br /&gt;
=== Fighting infestations ===&lt;br /&gt;
&lt;br /&gt;
The enclosed nature of mountain bases give colonists little distance to shoot from; thus, you may want some melee fighters to pair up with any ranged colonists.&lt;br /&gt;
&lt;br /&gt;
Individual fighters will quickly get overwhelmed by the insects especially against large [[megaspider]]s, so you shouldn't trickle your defensive forces in; rather, send them all at once to overpower the insects.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
&lt;br /&gt;
If there is a single choke point for the insects to get into your base (usually a door leading to a corridor), usage of this tactic allows you to defeat insects efficiently. You may even stand a chance against massive infestations if for some reason fire isn't viable, but don't get cocky. If the infestation is large you will  need to bring backup tanks to replace the initial melee blocker if he or she gets downed or heavily injured.&lt;br /&gt;
&lt;br /&gt;
Choke points can arise on their own from insects digging out; simply wait for them to tunnel through and massacre them once they exit.&lt;br /&gt;
&lt;br /&gt;
This tactic is only viable if you have enough soldiers with ''substantial'' armor as insects inflict heavy sharp damage and will obliterate everybody not sufficiently protected.&lt;br /&gt;
&lt;br /&gt;
=== Using fire ===&lt;br /&gt;
&lt;br /&gt;
Fire is an effective way to clear early-mid stage infestations. If they spawn in an enclosed area with a door and plenty of flammables, all you need to do is to toss a molotov or shoot an [[incendiary launcher]] bolt into the room. The room will quickly catch fire, causing the temperature to rise fast, roasting the insects in it along with the hives.&lt;br /&gt;
&lt;br /&gt;
The downside of this approach is that it makes it impossible to farm any insect meat or jelly from the infestation, because it will all burn, and it is usually too hot inside the spawn room to manually extinguish the fires to save the goods (unless there is a way to quickly vent the heat, which is usually not feasible to set up).&lt;br /&gt;
&lt;br /&gt;
If there is a dedicated place in your base for infestations to spawn (see ''baiting'' below), it helps to have a few cheap wooden furniture items in that room, and maybe a few tiles of wooden floor.  A great source of additional flammable material are tainted clothing items and desiccated animal bodies.  Dusters and parkas have a lot of hitpoints, so they burn longer.  These items are easy to get into the burn room simply by creating a stockpile with appropriate settings.  A 3x3 stockpile should be more than enough to create enough heat to clear out any infestation.  The fire created will usually last several hours, which is more than enough time to kill everything in the spawn room.&lt;br /&gt;
&lt;br /&gt;
Separating the actual spawn room from the burn room with a wooden door makes it very easy for your colonists to start the fire without the insects attacking.  The heat will spread into the spawn room regardless (and burn the wooden door).&lt;br /&gt;
&lt;br /&gt;
Having a few flammable structures, such as cheap furniture) in the room is important, because the insects are stupid enough to attack these first when enraged from the fire, wasting time — instead of digging out of this trap.&lt;br /&gt;
&lt;br /&gt;
It is possible to reach the temperature maximum of 2000 degrees celsius this way.  Check the temperature in the spawn room before stepping in with any colonists, because they will very quickly collapse from heat stroke and possibly catch fire and die at these ludicrous temperatures.&lt;br /&gt;
&lt;br /&gt;
The insects will rush for the exit of the burn room in a panic when they realize what is happening to them, and will quickly attempt to dig out to escape, so make sure the exit door is made of rock which is durable and nonflammable.&lt;br /&gt;
&lt;br /&gt;
If there aren't any flammables around, you can still shoot the hives with fire weaponry. They will light aflame, along with the fuel puddles created on the ground.&lt;br /&gt;
&lt;br /&gt;
As any items inside the room are likely to catch fire and be destroyed, this tactic is not recommended in a place with many valuables such as warehouses. Also be careful with the heat spreading to nearby rooms.&lt;br /&gt;
&lt;br /&gt;
==== Heat stroke ====&lt;br /&gt;
By using a colonist to manually throw molotovs at the ground, either inside the bug room itself or in an adjacent room with an open doorway, you can maintain the temperature of the insect room between 150C and 200C, slowly knocking them unconscious and killing through heatstroke. As long as the temperature does not rise above 200C, the bugs will not get burn injuries, and therefore will not become aggressive. Have your colonist throw the molotovs through an open doorway in order to protect the colonist from the heat. When doing this, take care not to hit anything directly with the molotovs, as the fires created will anger the insects and set flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
It is important to note when doing this to make sure that all bugs are significantly above the serious heat stroke threshhold (60%) before you move in, otherwise the temperature will start falling when you stop throwing molotovs and they may recover and attack your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Explosives ===&lt;br /&gt;
&lt;br /&gt;
Explosives are useful against large infestations. The [[Triple rocket launcher]] can raze infestations instantly. A single use [[Doomsday rocket launcher]] will deal massive damage over a large area. [[Frag grenades]] are unlimited and work well if you have the courage to send someone to close range. One blast can get several insects. &amp;lt;br&amp;gt;&lt;br /&gt;
Explosive animals ([[boomalope]]s or [[boomrat]]s) are also effective at clearing out infestations. Have them march straight into the hive by zoning them there. When the insects attack, the animals will be injured and explode, setting the insects and hives on fire.&lt;br /&gt;
&lt;br /&gt;
Mortars are useless against the hives themselves as they can't hit anything below an overhead mountain. However they are an option when fighting the insects in open space, with the explosions capable of severely injuring the insects, taking out the smaller ones in 1-2 hits.&lt;br /&gt;
&lt;br /&gt;
=== Late-stage infestations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;500px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Infestation_ancient_shrine.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you've accidentally left a hive or two behind or totally ignored an infestation, after a few seasons you will have a giant hive community sprawling. This is '''extremely''' hard to treat, especially if you're low on colonists.&lt;br /&gt;
&lt;br /&gt;
If you're still on early-midgame, it's generally recommended that you pack up and run. If not, however, you will have to deal with them slowly. You need to lure the insects out, then defeat them to buy time for others to enter and destroy the hives. Kiting is a possibility due to their slower speeds, provided they continue to chase down your colonists.&lt;br /&gt;
&lt;br /&gt;
Explosives are recommended as they deal immense damage to the closely packed hives and insects. This is especially so with the doomsday rocket launcher, which can set entire infestations on fire, destroying the hives and severely weakening the insects.&lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
&lt;br /&gt;
If you only have a few tiles of Overhead Mountain then it's best that you fill it up with walls to prevent any infestations from happening. If you are in a mountain base, then you will need to do more than that.&lt;br /&gt;
&lt;br /&gt;
==== Baiting ====&lt;br /&gt;
&lt;br /&gt;
You can mine out rooms a distance away from your colony to somehow control insects to nest there, instead of letting them spawn right in the middle of your base. Place some cheap flammable furniture inside to confuse the insects into thinking it's a prospective nesting spot, as well as to light on fire for a quick solution to an infestation problem. You may even use wooden walls or columns, which in a large enough room will cause a roof collapse and crush insects after being destroyed.&lt;br /&gt;
&lt;br /&gt;
A well-lit base discourages insects from nesting, though it can still happen. If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
If you want the insect trap to automatically kill insects, put an [[IED incendiary trap]] inside the room, next to the flammables. Once an infestation spawns the insects will trigger the trap, lighting the room on fire and broiling the insects.&lt;br /&gt;
&lt;br /&gt;
Alternatively, fill it with spike traps to weaken them before they strike your base, giving you the advantage. Doing this preserves the hives, which can be good if you want to farm insect jelly.&lt;br /&gt;
&lt;br /&gt;
==== Deep freezing ====&lt;br /&gt;
&lt;br /&gt;
An interesting way to completely prevent infestations is to simply set your base temperature below -17°C with coolers, and have everyone in the colony wear [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
This means that the 'Slept in the cold' debuff will be prevalent in the colony, however, so you will need something to offset the mood.  It will also incur a work speed penalty on all production facilities due to low temperature, making this strategy not very viable on all but the lowest difficulties (where infestations are not a big threat in any case).&lt;br /&gt;
&lt;br /&gt;
=== Deep drill infestations ===&lt;br /&gt;
&lt;br /&gt;
Deep drills can unearth insect hives, which will result in enraged insects charging up to attack after a while.&lt;br /&gt;
&lt;br /&gt;
When you see this happen, gather up your defense forces to fight the incoming insects. Have them approach your base where you can melee block them while evacuating other colonists so the insects don't go for them first. Nearby pets or other tamed animals will also be attacked; you can either evacuate them beforehand to reduce losses and ensure a successful melee blocking attack, or use them as bait to grab the insects' attention while your colonists lay fire on them.&lt;br /&gt;
&lt;br /&gt;
Note that if you have a deep drill near the walls of a room it is possible for the insects to spawn outside the room.&lt;br /&gt;
&lt;br /&gt;
= Prison breaks =&lt;br /&gt;
If you have prisoners (or potential colonists or hats) on hand, always expect them to break out any time. This is more so if you have many of them, each one ready to incite a riot whenever the guards aren't looking.&lt;br /&gt;
&lt;br /&gt;
Escaping prisoners can open any colony door, and will snatch weapons whenever they see one.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
You should [[#body block|body block the prisoners]] with armored wardens carrying blunt weapons, or melee attacks with guns. They will fight and down the prisoners while blocking their exit, buying time for reinforcements.&lt;br /&gt;
&lt;br /&gt;
Against already injured yet unarmed prisoners, send 1 brawler per prisoner to minimize the risk of beating them to death. &amp;lt;br&amp;gt;&lt;br /&gt;
For those at full health, 2 unarmed wardens or 1 skilled one can tackle a full-health unarmed prisoner without the wardens being downed in most cases. &lt;br /&gt;
&lt;br /&gt;
Ranged wardens should attack when the prisoners are blocked by melee wardens so they can attack from a distance without much danger, and their weapons won't land in the enemy hands so easily. Don't fire too much at them as you risk permanent damage as well as accidentally killing the prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
You goal here isn't to kill the prisoners, it's to down them so you can recapture them.&lt;br /&gt;
&lt;br /&gt;
*Blunt melee weapons such as the [[mace]] is a good choice for wardens to down escapees. The wounds don't bleed (unless you crush an internal organ or destroy a part entirely), nor will they be infected, giving them higher survival chances overall.&lt;br /&gt;
*At a distance, use low-moderate DPS weapons that won't deal too much damage to the prisoners, or to your people when the prisoners pick them up.&lt;br /&gt;
*Don't use high damage per hit weapons such as [[sniper rifle]]s or [[longsword]]s, as you risk instantly killing them or destroying an important part.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Mini-turrets can be used as a form of distraction and supplementary firepower against prison breaks. Station them outside the prison doors, and they will fire on the escapees. They deliver decent firepower at short ranges, and leave no usable weapons on destruction. Prisoners also tend to stop to fight the turrets, giving wardens time to reach them.&lt;br /&gt;
&lt;br /&gt;
1-3 are enough for most prisons. Don't put too many otherwise they may kill the prisoners before you can intervene.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=179627</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=179627"/>
		<updated>2026-04-25T00:15:04Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: /* Theoretical infinite energy generation */&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.&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>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=179626</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=179626"/>
		<updated>2026-04-25T00:13:46Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: /* Theoretical infinite energy generation */&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.&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. 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>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human_meat&amp;diff=178147</id>
		<title>Human meat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human_meat&amp;diff=178147"/>
		<updated>2026-03-26T20:48:53Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Gorehulks drop twisted meat, not human meat.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Meat (disambiguation)|Meat|Insect meat}}&lt;br /&gt;
{{Infobox main|food&lt;br /&gt;
| name = Human meat&lt;br /&gt;
| image = Meat human c.png&lt;br /&gt;
| description = Raw butchered flesh. Can be cooked into meals or eaten raw, although most humans dislike the idea.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 0.8&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.03&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = Raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| days to rot = 2&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Butcher spot&lt;br /&gt;
| production facility 2 = Butcher table&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| work speed stat = Butchery Speed&lt;br /&gt;
}}&lt;br /&gt;
'''Human meat''' is [[meat]] obtained when a [[Work#Cook|cook]] butchers [[human]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Human meat is obtained when a [[Work#Cook|cook]] butchers [[human]]s. The base [[Meat Amount|Meat Yield]] are described on the table below but the actual number depends on the [[Butchery Efficiency]] of the butcher, damage of the corpse, and a number of other factors.&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;
{| {{STDT| sortable c_06 text-center}}&lt;br /&gt;
! Animal !! Meat Yield&lt;br /&gt;
|- &lt;br /&gt;
{{#ask: [[Meat Name::{{PAGENAME}}]] [[:+]]&lt;br /&gt;
| ?Meat Yield&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 500&lt;br /&gt;
| link = none&lt;br /&gt;
| sort= From DLC, name}}&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Without the [[Ideology DLC]], butchering a human gives {{--|6}} [[mood]] for all colonists in the colony, and an additional {{--|6}} to the butcher. The former moodlet does not stack, meaning butchering 100 corpses gives the same colony-wide mood as one (the butcher's penalty ''does'' stack). [[Psychopath]]s and pawns with [[bloodlust]] ignore either butchering penalty, as do any [[cannibal]]s.&lt;br /&gt;
&lt;br /&gt;
The mood effects of butchering humans with an [[Ideoligion]]{{IdeologyIcon}} are based on the precept of the ideoligion the pawn follows.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], human meat can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, human meat are classified as meat.&lt;br /&gt;
&lt;br /&gt;
Human meat is like any other [[raw food]]. It can be used to create [[meal]]s, or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. &lt;br /&gt;
&lt;br /&gt;
Most humans despise eating human meat, which is cannibalism. Raw human meat gives {{Thought|value=-20|stack=1|label=raw cannibalism|desc=I ate the meat of another human, raw, like an animal. This is a nightmare.|duration=1}}, and cooking human meat into [[meal]]s (including in [[nutrient paste meal|nutrient paste]]) gives {{Thought|value=-15|stack=1|label=cooked cannibalism|desc=I ate a meal made from the meat of another human. This is horrible.|duration=1}}. Pawns with the [[Cannibal (Trait)|Cannibal]] trait instead gain {{Thought|value=+20|stack=1|label=raw cannibalism|desc=I ate the meat of another human, raw, like an animal. It was so... succulent.|duration=1}} for raw human meat and {{Thought|value=+15|stack=1|label=cooked cannibalism|desc=I ate a meal made from the meat of another human. So pleasurable. If only I had some fava beans and a nice chianti.|duration=1}} for cooked human meat. The moodlets for raw and cooked cannibalism stack with each other, as do any moodlets from meal types.&lt;br /&gt;
&lt;br /&gt;
Depending on the [[Ideoligion#Cannibalism|canibalism precept]] {{IdeologyIcon}} colonists gain instead:&lt;br /&gt;
* Cannibalism abhorrent: {{Thought|value=-20|stack=1|label=ate human meat|desc=I had to eat human meat. This is an offense against everything I believe.|duration=1}}&lt;br /&gt;
* Cannibalism horrible: {{Thought|value=-12|stack=1|label=ate human meat|desc=I had to eat human meat. This was a horrible thing.|duration=1}}&lt;br /&gt;
* Cannibalism dissapproved: {{Thought|value=-5|stack=1|label=ate human meat|desc=I had to eat human meat. I believe such actions are wrong.|duration=1}}&lt;br /&gt;
* Cannibalism acceptable: ''none''&lt;br /&gt;
* Cannibalism preferred: {{Thought|value=+2|stack=1|label=ate human meat|desc=I ate human meat. It makes me feel noble and strong.|duration=1}}&lt;br /&gt;
* Cannibalism required (strong): {{Thought|value=+4|stack=1|label=ate human meat|desc=I ate human meat, as every real human should.|duration=1}}&lt;br /&gt;
* Cannibalism required (ravenous): {{Thought|value=+6|stack=1|label=ate human meat|desc=I ate human meat! The world is right, and I am as I should be.|duration=1}}&lt;br /&gt;
&lt;br /&gt;
Processing human meat, once it has been butchered, incurs no penalties. Human meat can be made into meals, used for animal feed, processed in [[biofuel refinery]] for [[chemfuel]], or put in a [[biosculpter pod]]{{IdeologyIcon}} or [[growth vat]]{{BiotechIcon}}, and nobody will feel bad about it unless it is eaten directly.&lt;br /&gt;
&lt;br /&gt;
When consumed by [[Hemogenic]]{{BiotechIcon}} pawns, human meat satisfies the [[Hemogen]]{{BiotechIcon}} need by {{+|3.75}} per 1 [[nutrition]], or {{Icon Small|Human meat||{{#expr:1/{{P|Nutrition}}}}}}, consumed.{{Check Tag|Rounding?|This rounds to +4 for 20 meat, exact rounding mechanics needed}}. Note that only the raw meat provides this hemogen, eating [[corpse]]s or the meat cooked into [[meals]] does not.&lt;br /&gt;
&lt;br /&gt;
Its market value is only {{Icon Small|silver||{{P|Market Value Base}}}} [[silver]], or {{%|{{P|Market Value Base}}/{{Q|Meat|Market Value Base}}|0}} of regular meat. However, processing it into meals or [[chemfuel]] will ignore its origin when considering market value.&lt;br /&gt;
&lt;br /&gt;
Human meat is also used as a building ingredient for the [[cannibal platter]]{{IdeologyIcon}}, which requires {{Required Resources|Cannibal platter|simple=1}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Butchering a human is already upsetting for a good majority of colonists. So in a colony not filled with cannibals, eating it should only be for absolute emergencies, in extreme [[biome]]s like sea ice, or to please a cannibal on verge of [[mental break]]. For a cannibal, both the cooked cannibalism and raw cannibalism mood buffs stack, for a total of {{+|35}} mood. However, most cannibals still get {{Thought|value=-7|stack=1|label=ate raw food|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|duration=1}}. You can further boost mood with [[fine meal]]s, [[lavish meal]]s, or their [[carnivore fine meal|carnivore]] [[carnivore lavish meal|variant]]s. Alternatively, the massive mood debuff might make human meat situationally useful. It may force a [[tortured artist]] into a mental break, or cause a [[Crisis of belief]] in the [[Ideology DLC]]. As for [[Caravan]]s and Raiding, Human Meat is one of the most abundant food sources that can be acquired while on-site by butchering several of the corpses found from the pawns killed and in [[Gibbet cage]]s {{IdeologyIcon}}, cooking them into Meals for slower spoilage.&lt;br /&gt;
&lt;br /&gt;
Using human meat for carnivorous animals (whenever raw or [[kibble]]) isn't cannibalism, so the animals won't mind. It may be wiser to leave corpses unbutchered, as the butchering itself has a fairly large penalty to both the butcher and the colony. Note that colonists in base game or with the [[Ideoligion#Corpses|Corpses ugly]]  precept {{IdeologyIcon}} will get {{--|4}} mood from observing them.&lt;br /&gt;
&lt;br /&gt;
In the [[Ideology DLC]], a colony's [[ideoligion]] can make this a different story. With the Cannibalism meme and/or precept, [[raider]]s become a completely viable source of both food and positive moodlets. Setting the precept to Required (Ravenous) gives the greatest mood buffs, +6 per meal, but also gives a strong debuff when human meat isn't available. This is also possible in the base game, with a colony entirely composed of the cannibal trait. By adjusting the [[scenario]] (&amp;quot;Forced trait&amp;quot;), you can set all starting colonists, or every pawn in the game, to be cannibals.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Meat human a.png|One human meat&lt;br /&gt;
Meat human b.png|Partial stack&lt;br /&gt;
Meat human c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Meat human old.png|Old texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Meat]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Legionary&amp;diff=177584</id>
		<title>Legionary</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Legionary&amp;diff=177584"/>
		<updated>2026-03-14T20:50:56Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Cleaning up added section.&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;
===Comparison===&lt;br /&gt;
When compared to [[centurion]]s, legionaries are cheaper to build as they do not require advanced components or powerfocus chips, only use 2 bandwidth instead of 5, but also have a smaller and weaker shield. When using 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. However, a centurion provides higher shield coverage and lets you cram more mechs 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>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_soothe_pulser&amp;diff=177311</id>
		<title>Psychic soothe pulser</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_soothe_pulser&amp;diff=177311"/>
		<updated>2026-03-12T15:19:54Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Psychic soothe pulser&lt;br /&gt;
| image  = Psychic_soothe_pulser.png|Psychic soothe pulser&lt;br /&gt;
| description = A one-use broad-wave psychic effector. The psychic pulse induces self-satisfying perceptual distortions, giving a temporary mood boost to everyone in the region.&lt;br /&gt;
| type = Artifact&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| marketvalue = 600&lt;br /&gt;
| hp = 80&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| page verified for version = 1.3.3326&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''psychic soothe pulser''' is a single-use [[artifact]] which gives a &amp;quot;Strange feeling&amp;quot; thought with a +15 [[mood]] buff and 24 hour duration to every colonist on the map when activated.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Psychic soothe pulsers cannot be crafted. Instead they can only be obtained through [[trade]] with [[faction base]]s or exotic goods traders, as a reward from [[quests]], or by finding them in [[ancient shrine]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A psychic soothe pulser is a single-use artifact that can be activated by selecting a colonist, right-clicking the artifact, and selecting 'Activate'&lt;br /&gt;
&lt;br /&gt;
The pulser gives the &amp;quot;''Strange feeling''&amp;quot; thought with a {{+|15}} [[mood]] buff to every [[human]] pawn on the map upon activation, including prisoners and raiders. The size of the mood bonus is scaled directly proportionally to each pawn's [[Psychic Sensitivity]] - a [[Psychically hypersensitive|hypersensitive pawn]] will receive a {{+|27}} while a [[psychically deaf]] pawn will receive no buff at all. If the psychic sensitivity of the pawn changes while the thought is still present, the mood buff will change with it. &lt;br /&gt;
&lt;br /&gt;
The psychic soothe pulser's bonus can be stacked up to 3 times. The second pulse will add an additional {{+|11}} before psychic sensitivity effects, and the third will add {{+|9}}, for a total mood bonus of {{+|35}}.&lt;br /&gt;
&lt;br /&gt;
The mood buff lasts for 24 hours. Note that pawns entering the map after activation are not affected, nor are pawns in [[cryptosleep casket]]s.&lt;br /&gt;
&lt;br /&gt;
Once it has been used once, the pulser disappears completely. It cannot be reloaded, nor can any resources be salvaged from it.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Psychic soothe pulsers are useful for any situation where a large number of colonists are suffering, or are likely to suffer, from a poor mood. Perhaps the most common example is long late-game raids, where colonists are deprived of [[rest]], [[saturation|food]], and [[recreation]], in addition to seeing [[corpse]]s or [[death]] - even of loved ones. Pulsers can keep pawns from [[mental break|breaking]] at inopportune times; mental breaks are dangerous for the pawn, and at the very least leaves the colony with 1 less defender.&lt;br /&gt;
&lt;br /&gt;
Psychic soothe pulsers can be also be used to counteract [[psychic drone]]s. A single pulser can completely nullify the effects of a low psychic drone and still have a {{+|3}} net effect on mood. Higher levels of drone will be reduced in intensity as well. Whilst doing so is expensive, it's possible to turn an extreme psychic drone's {{--|40}} effect on mood into a paltry {{--|5}} by activating 3 pulsers at the same time for the maximum soothe effect. By the time a colony is being affected by such extreme psychic events, it is likely in a position where it can afford to purchase multiple pulsers in preparation for such events.&lt;br /&gt;
&lt;br /&gt;
If possible, gather/save a few soothe pulsers for the [[ship launch]] or [[endings#Royal Ascent|royal ascent]]{{RoyaltyIcon}} [[endings]]. Not only are back-to-back raids quickly damaging to mood, but pawns often need to work to repair defenses when their needs are at their lowest.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
Psychic effectors, like the psychic soothe pulser, are mentioned in the [[Lore#Specific_archotech-invented_technologies|Lore Primer]]. They are described as archotech in origin, with a completely unknown method of operation.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* 1.1 - received new visual and sound effects on use.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifact]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Muscle_parasites&amp;diff=177307</id>
		<title>Muscle parasites</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Muscle_parasites&amp;diff=177307"/>
		<updated>2026-03-12T15:03:45Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: The math was correct. Cleaning the sentence structure while I'm in here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Muscle parasites''' are a parasitic [[disease]] hampering the muscles, decreasing their effectiveness. The disease does not kill the patient.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
* [[Pain]]: {{++|20%}}&lt;br /&gt;
* [[Sleep Fall Rate]]: {{++|100%}}&lt;br /&gt;
* [[Manipulation]]: {{--|30%}}&lt;br /&gt;
* [[Moving]]: {{--|30%}}&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Muscle parasites 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;
Muscle parasites will be cured when the tending 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 treatment and the quality of the medicine used. Treatment can only be performed every 48 ingame hours (2 days, {{Ticks|120000}}).&lt;br /&gt;
&lt;br /&gt;
For example, the disease can be treated with 3 tends at 100% quality, 5 tends at 60%, or 1 tend at 130% quality plus 2 tends at 85%.&lt;br /&gt;
&lt;br /&gt;
=== Other Treatments ===&lt;br /&gt;
* Administer [[healer mech serum]] which instantly treats the disease&lt;br /&gt;
* Use the medic cycle of the [[Biosculpter pod]] {{IdeologyIcon}}&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;
== Trivia ==&lt;br /&gt;
In real life, humans can become infected by eating infected pork, or wild carnivores such as fox, cat, or bear.&lt;br /&gt;
&lt;br /&gt;
Unlike in-game, muscle parasites can kill in real life.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
Prior to Beta 19, muscle parasites always required 5 treatments regardless of quality.&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Piloting_Ability&amp;diff=177305</id>
		<title>Piloting Ability</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Piloting_Ability&amp;diff=177305"/>
		<updated>2026-03-12T14:58:29Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Moving added text outside of base stat description, which matches the in-game &amp;lt;description&amp;gt;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=1) How it translates to grav ship outcomes 2) passenger shuttle? 3) Interlinking}}&lt;br /&gt;
{{Verified|1.6.4523}}{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How well this person can pilot a vehicle.&lt;br /&gt;
| category = PawnWork&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A colonist's Piloting Ability determines the likelihood of a negative landing outcome when moving a [[gravship]]. It is disabled for colonists incapable of [[intellectual]].&lt;br /&gt;
&lt;br /&gt;
== Stat Factors ==&lt;br /&gt;
&lt;br /&gt;
=== Base Score ===&lt;br /&gt;
* [[Intellectual]][[Skill::Intellectual| ]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.075|7.5%]] per skill level&lt;br /&gt;
&lt;br /&gt;
=== Capacities ===&lt;br /&gt;
* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, [[Consciousness Limit::-|No]] max&lt;br /&gt;
* [[Sight]]: [[Sight Importance::0.5|50%]] importance, [[Sight Limit::1|100%]] max&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::0.5|50%]] importance, [[Manipulation Limit::1|100%]] max&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
* [[Pilot assistant]]: {{+|45%}}&lt;br /&gt;
{{Stat Factors Table}}&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=177088</id>
		<title>Prisoner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=177088"/>
		<updated>2026-03-10T01:02:15Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Slight edit as restraints are a multiplier, not a cap.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:prisoner_preview.png|right]]|18px}}'''Prisoners''' are [[people]] who have been taken captive. This usually includes [[raiders]], but colonists can be imprisoned too.{{TOCright}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Prisoners are ordinary pawns under restraint. They have no [[Recreation]] needs, but all other needs and most [[mood]]lets apply to them. This includes a need for [[food]] and the chance for [[mental break]]s. They are confined to their cell and will not do work. Prisoners retain their faction allegiance; imprisoned colonists who are released will immediately rejoin the colony, while other prisoners will try and leave the map. Prisoner restraints reduce their [[move speed]] by 65%.&lt;br /&gt;
&lt;br /&gt;
Prisoners cannot open doors if not undergoing a [[#Prison Break|prison break]]. While inside your colony, they will try to leave if there is an opening, such as a hole in the wall or a held open door, including if it is held open because of an item inside. A prisoner that can move will wear the most comfortable{{Check Tag|Verify/Detail}} clothing placed in their cell. They eat the food with the best mood buff that they can reach, ignoring food restrictions. Mobile prisoners can use a [[nutrient paste dispenser]] that faces into their prison. Otherwise, wardens will bring any food allowed by their [[Food restriction|food restrictions]]. A prisoner's medical settings, as well as defaults for all prisoners, can be adjusted in their Health tab. &lt;br /&gt;
&lt;br /&gt;
Colonists assigned to Warden can interact with a prisoner in multiple different ways, including delivering food and recruitment. Colonists assigned to either Warden or Doctoring can feed a prisoner in medical rest. See [[#Interaction]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Unwaveringly loyal ===&lt;br /&gt;
Unwaveringly loyal prisoners are unable to be recruited to your colony, and do not have resistance to lower. They are otherwise the same as regular prisoners, including the ability to become a [[slave]]{{IdeologyIcon}}. Unwaveringly loyal pawns without a faction will be described as &amp;quot;not recruitable&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Unwaveringly loyal prisoners can be recruited after undergoing the [[Brainwipe]] psychic ritual.{{AnomalyIcon}} Additionally, if an unwaveringly loyal pawn joins your colony through any means, they will lose their unwavering loyalty. Thus, unwaveringly loyal pawns from a temporary faction (such as the [[Factions#Refugees|refugee faction]] {{RoyaltyIcon}}) or [[Factions#Factionless_humans|no faction]] can be recruited by [[Slavery|enslaving]] {{IdeologyIcon}} them, which makes them a member of the player's faction, and then emancipating them, which makes them a normal member of the player's colony. Friendly [[shamblers]] {{AnomalyIcon}} also automatically join the player's faction, which will remove the unwavering loyalty of a prisoner, though they will have to brought back to life with a [[resurrector mech serum]] to be recruited as a normal colonist.&lt;br /&gt;
&lt;br /&gt;
Unwavering loyalty can be disabled in the [[storyteller settings]]. Note that the enabling unwaveringly loyal pawns decreases the percentage of raiders that are automatically killed on [[down]]ing to almost exactly make up for the percentage of pawns that are now unrecruitable - this means that the number of recruitable prisoners remains constant with either option, but the total number of prisoners increases with unwaveringly loyal enabled. This is pure benefit if the player only intends to recruit from the pool of randomly downed raiders, however if the player was willing to specifically target good pawns for safe-downing and recruitment, such as through [[blood loss|bleed]] kiting or [[psychic shock lance]], then some portion of those previously recruitable pawns will instead be loyal and thus unavailable.&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
Prisoners can be loaded into a [[caravan]]. If they can walk, they can carry 35 kg worth of items, like your colonists. When inside a caravan, the prisoner will never try and escape unless its part of a [[mental break]].&lt;br /&gt;
&lt;br /&gt;
If the caravan enters a loaded map (such as an ambush), the prisoner will wander around idly, and may walk into the crossfire. Enemies will also target prisoners if their factions are enemies.&lt;br /&gt;
&lt;br /&gt;
== Capturing prisoners ==&lt;br /&gt;
In order to capture any prisoner, you need a valid prison, which is enclosed and has an open [[bed]] or [[sleeping spot]] (See [[#Prisons]] below).&lt;br /&gt;
&lt;br /&gt;
The gameplay steps required to capture a pawn depends on their state:&lt;br /&gt;
* [[Downed]] pawns can be captured with 100% success, without drafting a pawn. Select a colonist, and right click the future prisoner.&lt;br /&gt;
** [[Raider]]s, [[berserk]] pawns, and former prisoners in a  [[prison break]] are unable to be captured directly. They must first be [[downed]].&lt;br /&gt;
** NOTE: Raiders in particular have a [[AI Storytellers#Enemy death on downed|chance to die]] whenever they are downed from [[pain]] - such as from being injured. This does not apply if the pawn is downed from other causes; some ways to get around this include:&lt;br /&gt;
*** [[Psychic shock lance]], although there is a risk of burning the brain&lt;br /&gt;
*** [[Blood loss]]&lt;br /&gt;
*** [[Tox gas]]{{BiotechIcon}}, although not all xenotypes are affected, and [[Toxic buildup]] also has risks&lt;br /&gt;
* To ''arrest'' a colonist, guest, ally, or [[slave]]{{IdeologyIcon}}, you need to [[draft]] a colonist and select the target to capture. The colonist will then walk up to the target and attempt a capture. The chance of success depends on their [[Arrest Success Chance]], and will be displayed on the prompt. Arrest success chance largely depends on [[Social]] skill, but is negatively affected by [[Manipulation]] penalties. If the arrest fails, the target will go [[berserk]]. Pawns with the [[dead calm]] gene{{BiotechIcon}} always have a 100% success chance, regardless of arrester stats, and thus will never go berserk when arrested.&lt;br /&gt;
** Colonists can be captured even during a [[mental break]], except for [[berserk]]. This immediately ends most mental breaks, without catharsis. When released, colonists will get the {{--|6}} ''Was imprisoned'' [[mood]]let for 12 days. This mood penalty will not occur if the colonist is instead re-recruited. Arrests will not end the [[Mental break#Run wild|run wild]] or [[mental break#Catatonic breakdown|catatonic breakdown]] mental breaks.&lt;br /&gt;
&lt;br /&gt;
If you attempt to capture a pawn from a neutral or allied [[faction]], the faction will immediately turn hostile. This includes [[transport pod]] crashes, if they happen to be part of an existing faction.&lt;br /&gt;
&lt;br /&gt;
If you need to capture a pawn, then [[sleeping spot]]s can be used to instantly create a prison and bed space anywhere indoors. You can also turn a colonist bedroom into a prison.&lt;br /&gt;
&lt;br /&gt;
=== Reasons to imprison ===&lt;br /&gt;
* To recruit raiders, guests, or transport pod crashes into a colony.&lt;br /&gt;
* To use raiders for their [[human resources]].&lt;br /&gt;
* To end most [[mental break]]s. Colonists can immediately be released afterwards.&lt;br /&gt;
* To keep a colonist restrained in order to overcome [[drug]] withdrawal.&lt;br /&gt;
* To convert a colonist or [[slave]] to a desired [[ideoligion]].{{IdeologyIcon}}&lt;br /&gt;
* To act as sources of [[Bloodfeeder|bloodfeeding]] or [[hemogen pack]]s.{{BiotechIcon}}&lt;br /&gt;
* To sell the prisoner.&lt;br /&gt;
* For raiders, to release them for a goodwill gain of the enemy faction (faction must not be permanently hostile and the released prisoner must exit the map healthy).&lt;br /&gt;
&lt;br /&gt;
== Prisons ==&lt;br /&gt;
[[File:Thank you Megasloth for letting my prisoners run.png|thumb|right|350px|Megasloth getting sheared at the exit of a prison door, holding it open for a prisoner to escape.]]&lt;br /&gt;
Prisons are required to hold prisoners.&lt;br /&gt;
=== Creation ===&lt;br /&gt;
A prison must be designated in a fully enclosed [[room]], closed off with [[wall]]s and other impassable objects like [[door]]s, [[cooler]]s and [[nutrient paste dispenser]]s. Prisoners cannot be captured unless the prison is enclosed, and mobile prisoners will walk out of the map if an opening exists.&lt;br /&gt;
&lt;br /&gt;
In order to actually form a prison, at least 1 [[bed]] or [[sleeping spot]] must be placed. Selecting the bed allows you to set &amp;quot;For Prisoners&amp;quot;. Colonists and [[slaves]]{{IdeologyIcon}} may not share the same room as a prisoner; when 1 bed is set to prisoners, all beds will be converted to prison beds. The beds will turn orange to signify this, and the whole room gains an orange outline when selected. In order to actually capture a prisoner, there must be an open sleeping area for them to stay.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
A prison is called a ''prison cell'' if there is 1 bed available, or a ''prison barracks'' if there are multiple beds. A prison is otherwise treated as a bed room or barracks, including [[mood]] impacts for its Impressiveness.&lt;br /&gt;
&lt;br /&gt;
Prisoners can only use items that are in their cell. Food, beds, and [[nutrient paste dispenser]]s placed inside a prison are reserved for prisoner use. While a colonist can be ordered to eat food placed in a prison cell, they will not automatically do so. Colonists on the food binge [[mental break]], as well as [[animal]]s, will ignore a prison for this purpose.&lt;br /&gt;
&lt;br /&gt;
Unless you want your prisoners to die, make sure that it is hospitable. Regulate the [[temperature]], or give prisoners sufficiently insulating [[clothing]], such as [[tribalwear]]. Make sure that food gets to a prisoner (either via a storage zone, warden delivery, or [[nutrient paste dispenser]]). Otherwise, see [[#Mood regulation]] for how to make your prison better for the inmates... or worse.&lt;br /&gt;
&lt;br /&gt;
== Interaction ==&lt;br /&gt;
Players can assign wardens to do the following tasks:&lt;br /&gt;
* '''[[#Resistance|Recruit]]''' - Reduces the prisoner's [[#Resistance|resistance]], then attempts to recruit.&lt;br /&gt;
* '''[[#Resistance|Reduce resistance]]''' - Reduces the prisoner's [[#Resistance|resistance]], does not recruit.&lt;br /&gt;
* '''[[#Release|Release]]''' - Releases the prisoner. Imprisoned colonists will rejoin the colony, while other factions will attempt to leave the map.&lt;br /&gt;
* '''[[#Execute|Execute]]''' - Order wardens to kill the prisoner.&lt;br /&gt;
&lt;br /&gt;
The following options are added by [[DLC]]:&lt;br /&gt;
* '''[[#Will|Enslave]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], then forces them into [[slave]]ry.&lt;br /&gt;
* '''[[#Will|Reduce will]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], does not enslave them.&lt;br /&gt;
* '''[[#Convert|Convert]]'''{{IdeologyIcon}} - Attempts to convert the prisoner into a warden's [[ideoligion]].&lt;br /&gt;
* '''[[#Bloodfeed|Bloodfeed]]'''{{BiotechIcon}} - [[Sanguophage]]s and other pawns with the [[Bloodfeeder]] [[gene]] will drink the prisoner's blood.&lt;br /&gt;
* '''[[#Hemogen farm|Hemogen Farm]]'''{{BiotechIcon}} - Pawns assigned to the [[Work#Doctor|Doctor]] worktype will automatically extract [[hemogen pack]]s from the prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
{{see also|#Recruitment{{!}}Recruitment}}&lt;br /&gt;
Prisoners start with '''resistance''', or unwillingness to join the colony. This must be lowered to 0 for recruitment attempts to begin. Unwaveringly loyal prisoners do not have a resistance stat, and can't be recruited.&lt;br /&gt;
&lt;br /&gt;
Under the ''Recruit'' or ''Reduce Resistance'' orders, wardens will attempt to lower the resistance. How much is reduced depends on a prisoner's [[mood]], the warden's [[Negotiation Ability]], and the prisoner's [[opinion]] of the warden. Wardens with more [[Social]] skill have a greater Negotiation Ability. There is a delay between each conversation.&lt;br /&gt;
&lt;br /&gt;
Once resistance hits 0, wardens will try to convince the prisoner to join the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your [[storyteller]]. If the prisoner is assigned to ''Reduce Resistance'', then wardens will continue to converse without actually recruiting.&lt;br /&gt;
&lt;br /&gt;
For exact mechanics and chances of recruitment, see [[#Recruitment]].&lt;br /&gt;
&lt;br /&gt;
==== Will ====&lt;br /&gt;
Enslave{{IdeologyIcon}} and Reduce Will{{IdeologyIcon}} work analogously to Recruit and Reduce Resistance, except that the end result is that the prisoner becomes a [[slave]]{{IdeologyIcon}}. A prisoner starts with much less will than they do resistance.&lt;br /&gt;
&lt;br /&gt;
==== Tame ====&lt;br /&gt;
A [[wild man]] can be arrested and imprisoned. However, they must be [[tame]]d using the usual [[animal]] mechanics, rather than being recruited as a prisoner. Once tamed, they will join the colony as a colonist.&lt;br /&gt;
&lt;br /&gt;
=== Release ===&lt;br /&gt;
Wardens will take the prisoner outside your colony, and free the prisoner. &amp;quot;Outside the colony&amp;quot; means beyond your outermost line of connected walls, so it could be just out the door, or across most of the map if your defenses stretch that far. &lt;br /&gt;
&lt;br /&gt;
Releasing a prisoner of another faction will give a [[goodwill]] boost of +12. In order to count towards goodwill, the prisoner must successfully leave the map healthy, with any wounds tended to. Prisoners that can't walk can't be released. Pirates and savage tribes do not interact with goodwill, so releasing them has no effect.&lt;br /&gt;
&lt;br /&gt;
Releasing a colonist will have them rejoin your colony. [[Slave]]s retain their home faction.&lt;br /&gt;
&lt;br /&gt;
=== Execute ===&lt;br /&gt;
Wardens will cut a prisoner's neck immediately, killing them without fail. This is a different action from the ''Prisoner execution'' [[ritual]].&lt;br /&gt;
&lt;br /&gt;
Executing guilty prisoners - those who have harmed the colony in 24 hours - give a {{--|2}} [[mood]]let to non-[[Psychopath]] colonists. Executing a non-guilty prisoner increases the penalty to {{--|5}}.&lt;br /&gt;
&lt;br /&gt;
Colonists following an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Execution|Execution: Respected if Guilty]] precept instead gain a {{+|3}} [[mood]]let for executing a guilty prisoner, with the executioner gaining {{+|10}} mood instead. The [[Ideoligion#Execution|Execution: Required]] precept gains the same moodlets (but shorter) for executing anyone. If the execution was desired by precept, then fluid ideoligions gain a development point.&lt;br /&gt;
&lt;br /&gt;
Executed prisoners who are then [[Resurrector mech serum|resurrected]] will have the execute toggle deselected to prevent their immediate re-execution.&lt;br /&gt;
&lt;br /&gt;
=== Convert ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Attempts to [[Ideoligion#Conversion|convert]] the prisoner to the warden's own [[ideoligion]]. The target ideoligion can be selected, which will only allow wardens of that ideoligion to convert.&lt;br /&gt;
&lt;br /&gt;
This is functionally the same as [[Ideoligion#Conversion|regular conversion]] that can occur randomly between colonists, except that it is done on a regular basis.&lt;br /&gt;
&lt;br /&gt;
=== Hemogen ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
==== Bloodfeed ====&lt;br /&gt;
Pawns with the ''Bloodfeeder'' [[gene]] will automatically drink the blood from a prisoner, directly. This happens when a bloodfeeder is below their desired Hemogen and if the bloodfeeding would not kill the prisoner.&lt;br /&gt;
&lt;br /&gt;
==== Hemogen farm ====&lt;br /&gt;
Automatically orders the operation extract [[hemogen pack]] when a prisoner's [[blood loss]] level reaches 0. In addition to creating drinkable hemogen, it also trains the surgeon's Medical skill.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* Prisoners can be escorted by a warden to a prisoner bed. Prisoners can be escorted to a prisoner medical bed, if needed, without a risk of escape.&lt;br /&gt;
* Prisoners can initiate social fights with other prisoners. &lt;br /&gt;
* Prisoners can be given any number of medical [[operation]]s. This includes injecting [[drug]]s, installing [[artificial body parts]], [[organ harvesting]], and more.&lt;br /&gt;
* Prisoners are valid targets for a [[gene extractor]]{{BiotechIcon}}, [[subcore softscanner]]{{BiotechIcon}}, or [[subcore ripscanner]]{{BiotechIcon}}.&lt;br /&gt;
* Prisoners can be sold to a [[faction base]] or slaver for [[silver]], or a royal tribute collector{{RoyaltyIcon}} for [[honor]]. Colonists who do not like slavery will get a -3 moodlet, modified by [[ideoligion]]{{IdeologyIcon}}.&lt;br /&gt;
* If a prisoner dies, the mood penalty depends on their cause of death. &amp;quot;Intentional&amp;quot; means, like violent combat, count as an execution.&lt;br /&gt;
&lt;br /&gt;
== Prison break ==&lt;br /&gt;
{{Template:Prison Break}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
In order to start recruitment, a target pawn must first be captured, and become a prisoner.  Prisoners then must be set to &amp;quot;Recruit&amp;quot; (or &amp;quot;Reduce Resistance&amp;quot; and then &amp;quot;Recruit&amp;quot;) in the &amp;quot;Prisoner&amp;quot; tab of their personal info box (bottom left of screen when pawn is selected).&lt;br /&gt;
&lt;br /&gt;
Then colonists assigned to wardening will &amp;quot;chat&amp;quot; with the target prisoner. This can be repeated every several hours, each one reducing [[#Resistance|Resistance]] by a predictable amount (based on the Social pawn's Social skill and the target's Mood). &lt;br /&gt;
&lt;br /&gt;
=== Starting resistance ===&lt;br /&gt;
Each prisoner has their own recruitment difficulty:&lt;br /&gt;
* The maximum difficulty is 99%, while the minimum is 10%. The average is 50% with a standard deviation of 15%.&lt;br /&gt;
* For each level of technology between your faction and the enemy's, the difficulty is increased by 16%. [[New Tribe]]s have a harder time recruiting outlanders, for instance.&lt;br /&gt;
* The [[storyteller]] will change the recruitment difficulty of prisoners depending on your existing population.&lt;br /&gt;
&lt;br /&gt;
A prisoner's base resistance depends on their difficulty. At 10% difficulty, prisoners have no starting resistance. At 50%, they have 15. At 90%, they have 25. At 100%, they have 50.&lt;br /&gt;
&lt;br /&gt;
This is multiplied by the storyteller's 'population intent' factor- the greater your population, the less the storyteller will want you to have an increase in population, and hence the higher the starting resistance. At -1 intent, the resistance is multiplied by 2. At 0, the resistance is multiplied by 1.5. At 1, the resistance is multiplied by 1. At 2, the resistance is multiplied by 0.8.&lt;br /&gt;
&lt;br /&gt;
Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.&lt;br /&gt;
&lt;br /&gt;
=== Resistance reduction ===&lt;br /&gt;
A warden will reduce a base of 1.0 resistance per conversation. This is multiplied by:&lt;br /&gt;
&lt;br /&gt;
'''Prisoner's [[opinion]] of the warden:'''&lt;br /&gt;
* At -100 opinion, the resistance reduction factor is 50%.&lt;br /&gt;
* At 0 opinion, the resistance reduction factor is 100%.&lt;br /&gt;
* At 100 opinion, the resistance reduction factor is 150%.&lt;br /&gt;
&lt;br /&gt;
'''Prisoner [[mood]]:'''&lt;br /&gt;
* At 0% current mood, the resistance reduction factor is 20%.&lt;br /&gt;
* At 50% mood, the resistance reduction factor is 100%.&lt;br /&gt;
* At 100% mood, the resistance reduction factor is 150%.&lt;br /&gt;
&lt;br /&gt;
'''Negotiation Ability:'''&lt;br /&gt;
* See [[Negotiation Ability]].&lt;br /&gt;
&lt;br /&gt;
==== Word of Trust ====&lt;br /&gt;
The [[Word of trust]] psycast {{RoyaltyIcon}} will reduce resistance by 20, multiplied directly by the prisoner's [[Psychic Sensitivity]] and no other factors.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
=== Mood regulation ===&lt;br /&gt;
{{Stub|section=1|reason=Only some mental breaks are available to prisoners. Which? Expand on how that affects strategy and options}}&lt;br /&gt;
Increasing [[mood]] makes prisoners easier to recruit, and less likely to go [[berserk]]. If you want to increase prisoner mood, you can do the following:&lt;br /&gt;
* Give prisoners separate rooms, preferably one that isn't cramped.&lt;br /&gt;
* Give a prisoners a source of [[light]], a [[table]] and [[chair]], and a decent [[bed]].&lt;br /&gt;
* Increase the impressiveness of a room with [[sculpture]]s, [[stone tile]]s, etc.&lt;br /&gt;
* Give the prisoner [[fine meal]]s, [[lavish meal]]s, or even [[drug]]s.&lt;br /&gt;
&lt;br /&gt;
=== Changing ideoligion ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
If you want to change the target's [[ideoligion]], then instead try and make the prisoner upset. Lower mood reduces [[certainty]] gain, and may cause a [[Mental break#Crisis of belief|Crisis of Belief]] extreme mental break, which reduces certainty by 50%. The following can help with decreasing mood:&lt;br /&gt;
* Keep prisoners in a confined, dark space, without a bed or furniture. Even if there's only 1 prisoner, placing 2 [[sleeping spot]]s will create a prison barracks.&lt;br /&gt;
* Feed the pawn [[human meat]], [[insect meat]], [[raw food]], or [[kibble]]. Certain ideoligions can make some of these foods more desirable, but kibble is never desirable to eat.&lt;br /&gt;
* Keep them in [[pain]]. Inflicting [[injury]] comes at the risk of scarring or permanent damage, however, and a [[mindscrew]] {{RoyaltyIcon}} cannot be removed by traditional methods once the pawn is converted. A [[torture crown]] is a risk free way of inflicting pain, but dressing prisoners has its own difficulties. &lt;br /&gt;
Keep in mind that crises of belief that would drop a pawn's certainty to or below 0%, will instead convert the pawn to a weighted randomly selected ideoligion with a new certainty. While this process might select the intended ideoligion, it may not while also requiring their certainty be reduced again. If a pawn's certainty is below 50%, consider improving their mood above their extreme [[mental break threshold]] to prevent this.&lt;br /&gt;
&lt;br /&gt;
It is also worth considering the individual pawn when deciding on an approach. The first concern are the [[traits]] - many traits affect the [[Global Certainty Loss Factor]] of a pawn, which in turn affect the efficacy of conversion attempts by wardens. For pawns with a high factor, traditional conversion will be effective, while forcing a crisis of belief may be all but necessary. For further details, including a list of traits that affect the factor, see [[Certainty]] and [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
The second concern are [[xenotypes]]{{BiotechIcon}}  with the [[Aggressive]] and [[Hyper-aggressive]] genes.{{BiotechIcon}}  Those with aggressive, including all [[yttakin]],{{BiotechIcon}}  [[wasters]],{{BiotechIcon}}  [[neanderthals]],{{BiotechIcon}}  and [[sanguophages]],{{BiotechIcon}}  are much more likely to have a berserk mental break, proportionally reducing the chances of a crisis of belief. Meanwhile those with hyper-aggressive will essentially never select the crisis, making pawns such as [[hussars]]{{BiotechIcon}}  all but impossible to convert by crisis.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner suppression ===&lt;br /&gt;
Whenever they are [[berserk]], under a [[#Prison break|prison break]], or just escaping, sometimes you will need to subdue a prisoner. When berserk, prisoners will fight other prisoners, then will punch the weakest area (usually a [[door]]) to escape. When under a prisoner break, they can just open the door.&lt;br /&gt;
&lt;br /&gt;
If you need to keep the prisoner alive, it is best to use low damage weapons and attacks - even just melee attacks with a gun or bare fists. Several unskilled pawns work better than 1 skilled one. For berserkers, you can have a skilled [[Construction]] pawn constantly repair the door. This trains Construction but is labor intensive. You can also wall the prisoner in, which will cause them to stop attacking the door and just wander around in their cell instead. &lt;br /&gt;
&lt;br /&gt;
If free roaming [[animal]]s are within the prison, then [[berserk]]ing prisoners will prioritize them over breaking out. You can place [[animal sleeping spot]]s inside the prison for an automatic form of prisoner suppression. Note that animals are slightly more dangerous than humans. In addition, most animals will create a large amount of [[filth]], quickly lowering the room's quality. You may want to use [[straw matting]].&lt;br /&gt;
&lt;br /&gt;
=== Unwanted prisoners ===&lt;br /&gt;
Enemies who have fallen in battle may not always be worth capturing in the first place. For example, a hostile with a shattered spine will require a [[bionic spine]] to replace, which may not be worth it. Unwavering prisoners can't be recruited normally, so fall under the same boat.&lt;br /&gt;
&lt;br /&gt;
There are several ways to dispose of these prisoners:&lt;br /&gt;
* '''Release:''' The least upsetting way to remove a prisoner. Colonists will not become upset if an enemy prisoner is released, and it may increase [[goodwill]] by a small amount.&lt;br /&gt;
* '''Expendables:''' This is not exactly &amp;quot;getting rid of them&amp;quot;, as much as making best (and ultimately temporary) use of them. Recruit them, and send them out for a long [[caravan]] that you wouldn't expend another colonist for. You can set them on a trading expedition, or scout a base/map. Or, you can use them as a meatshield. A &amp;quot;colonist&amp;quot; dying still gives a negative moodlet (-3, same as incidental death or non-guilty euthanasia), which is affected by [[opinion]]. Cut off their tongue to prevent social interaction from happening. Of course, unwavering prisoners can't be recruited.&lt;br /&gt;
* '''Euthanasia:''' Execute in a more humane fashion by neck cut. This costs 1x [[herbal medicine]] (or better) and trains Medical experience. An 'innocent' prisoner going through euthanasia is less upsetting than an innocent execution.&lt;br /&gt;
* '''Execution:''' Execute a prisoner in a raw manner. Those with an [[ideoligion]] favoring execution will enjoy it. With a fluid ideoligion, execution is a very easy way to gain development points (so long as it is Respected if Guilty). &lt;br /&gt;
* '''[[Human resources]]:''' Use prisoners for their parts. Artificial limbs can be removed without penalty. &lt;br /&gt;
** [[Organ harvesting]]: A [[kidney]] and [[lung]] can be harvested without death, and a [[heart]], [[liver]], or second kidney/lung can be taken to kill. Unless Organ Use is acceptable by [[ideoligion]], this comes with a -6 [[mood]] penalty (stacks, but diminishing) for the colony, and even more if the prisoner was killed.&lt;br /&gt;
** Used for a [[gene extractor]]{{BiotechIcon}} or [[subcore ripscanner]]{{BiotechIcon}}, the latter of which is fatal.&lt;br /&gt;
* '''Selling:''' Prisoners can be sold for money at a [[faction base]] or slaver, or exchanged for [[honor]]{{RoyaltyIcon}} from a royal tribute collector. Each sold prisoner gives -3 [[mood]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - You can now release prisoners. This gains you goodwill from their faction.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Prison breaks added.&lt;br /&gt;
* 1.1 - Interface now reports the chance of a successful arrest before you try to make it.&lt;br /&gt;
* [[Version/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] or [[biocoded]] weapons.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Prisoner escape chance is multiplied by the number of exits the prisoner has. Escaping prisoners will attack enemies with weapons they pick up, including [[orbital bombardment targeter]]s, [[orbital power beam targeter]]s, and [[tornado generator]]s.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Unwavering prisoners added. Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Hemogen extraction can get &amp;quot;stuck&amp;quot; on. Fix exploit: Unwaveringly loyal can be bypassed by enslaving prisoners. Fix exploit: Capture&amp;gt;Enslave&amp;gt;Imprison&amp;gt;Release recruits pawns immediately.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Enslaving a pawn removes unwaveringly loyal. Fix: Unwaveringly loyal inspect pane text not appearing for slaves.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Error on releasing space refugee prisoners. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: [[Dead calm]] pawns go berserk when arresting fails. Fix: Captured prisoners escaping from reformed caravans.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: The &amp;quot;run wild&amp;quot; mental break can occur on unwaveringly loyal pawns, causing them to be tameable. Unlisted change: Unwaveringly loyal prisoners can be converted to different ideologies. Fix: Prisoners can start social fights with non-prisoners.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=177084</id>
		<title>Blood rain (ritual)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_rain_(ritual)&amp;diff=177084"/>
		<updated>2026-03-10T00:57:13Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Merge edit by 47.204.19.195&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary and analysis. Also 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, which inflicts slowly increasing [[melee damage factor]] buffs and [[mood]] penalties on those exposed to it, before finally driving them berserk.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Effect duration ranges from 3 hours at 0% ritual quality to 16 hours at 100% quality.&lt;br /&gt;
&lt;br /&gt;
Colony [[animals]] will retreat indoors and inside their barn to avoid being exposed to blood rain.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
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;
Blood rain is a dedicated anti-siege ritual. While it is the single most expensive ritual in terms of bioferrite, and it requires prolonged exposure to the elements that almost no enemy raid types will wait around for, the Siege raid type is the best case scenario for it, involving many enemies standing out for long periods in the weather. Eventually, exposed pawns will reach 100% exposure, causing them to attack all targets around them. This includes animals, causing them to turn Manhunter. Humanoid pawns will lose their bezerk status as soon as the Blood Rage effect wears off, while Manhunter animals will remain as Manhunters until the next time they fall asleep, identically to animals that turn Manhunter from being attacked. &lt;br /&gt;
&lt;br /&gt;
This purpose extends to mechanoid sieges, as well. While mechanoids are entirely unaffected by the blood rain, the ritual turning a portion, possibly even a majority, of the wild animals on your tile into Manhunters will cause them to attack any non-sleeping mechanoids present. Unlike intentionally botching a [[Draw animals]] ritual, Blood Rain is likely to turn half to three quarters of your wildlife population into Manhunters temporarily, while an intentionally failed Draw Animals draws a number of Manhunters based on a colony's total wealth and associated threat points scaling, and which will not calm down overnight, requiring five days until they die off.&lt;br /&gt;
&lt;br /&gt;
It is unwise to perform a Blood Rain against non-siege raids. Not only are they likely to be far too short for the blood rage to build to a beneficial effect, the short term effect of exposure is an increased melee damage factor. The lack of benefits in the short term for ensuring enemy raiders deal more melee damage against your colony is self explanatory. If your colony ranches animals, then it would also be prudent to ensure any pens have a roof over them, before you send your own chicken farm or horse stable into a manhunting rage.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&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>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slavery&amp;diff=175699</id>
		<title>Slavery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slavery&amp;diff=175699"/>
		<updated>2026-02-22T01:35:54Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Cleaned up the recently edited sentence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Rewrite|reason=Previous major rewrite lost information re: raid points. Verify any other losses}}&lt;br /&gt;
{{For|selling prisoners, which is also considered &amp;quot;slavery&amp;quot; |Prisoners}}&lt;br /&gt;
'''Slavery''' in base game RimWorld is limited to selling [[prisoner]]s for profit, at the cost of a [[mood]] hit for anyone not a [[psychopath]]. Purchasing a slave, meanwhile, will immediately free them from slavery and join them into the colony, with a mood buff. The [[Ideology DLC]] significantly expands on the concept, allowing prisoners to be enslaved and forced to work and perform tasks.&lt;br /&gt;
&lt;br /&gt;
== Acquiring slaves ==&lt;br /&gt;
Slaves can be created by reducing the will of a [[prisoner]] to zero, or by attempting to enslave a prisoner while benefiting from a recruitment [[Mental inspiration#Inspired recruitment|inspiration]]. A prisoner's starting will is usually much lower than their resistance (which would recruit them as a colonist).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Slaves are controllable pawns, much like a colonist. They have many functional differences but act just the same. Slaves are prone to [[#Slave rebellion|slave rebellions]].&lt;br /&gt;
&lt;br /&gt;
Slaves contribute 75% of the [[raid points]] of an equivalent colonist. &lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
A slave will have 85% [[Global Work Speed]] - they have no motivation to work as hard. To compensate, they have no need for [[Recreation]], and will have increased mood through expectations.&lt;br /&gt;
&lt;br /&gt;
Slaves are unable to do the Warden, Hunt, Art, or Research tasks. They are additionally unable to:&lt;br /&gt;
* Tasks that require a minimum [[Intellectual]] skill greater than 0 such as crafting [[Medicine]] as slaves are considered to have 0 skill regardless of their actual skill level prior to enslavement. Despite [[Drug Synthesis Speed]] scaling with Intellectual they are still capable of doing tasks that use this stat for scaling, albeit slowly.&lt;br /&gt;
* Request caravans, military aid, or persona core location via [[comms console]]&lt;br /&gt;
* Call royal [[permit]]s{{RoyaltyIcon}}&lt;br /&gt;
* Be an ideoligious [[role]]&lt;br /&gt;
However, slavery overrides ''all'' other work exceptions. For example, if a colonist would be unable to do Dumb Labor, enslaving will force them to allow Dumb Labor.&lt;br /&gt;
&lt;br /&gt;
Unlike [[prisoner]]s, male slaves can fertilize [[embryo]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Expectations ===&lt;br /&gt;
{{See also|Expectations}}&lt;br /&gt;
Slaves do not have the default [[expectations]] of colonists. Instead they have unique expectations with a generally higher mood boost. Slave expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations || {{+|28}} || All other Expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
* Slaves never insult or social fight with non-slave pawns. They are half as likely to social fight with each other.&lt;br /&gt;
* Slaves cannot share a [[double bed]] with non slaves colonists, even if they are married.&lt;br /&gt;
* Slaves can share [[bed]]rooms with colonists, however the colonists will receive {{--|3}} mood for doing so (unless they are in a relationship).&lt;br /&gt;
&lt;br /&gt;
Other colonists will see slavery as either an abhorrent or honorable act, depending on the Slavery [[precept]].&lt;br /&gt;
&lt;br /&gt;
== Slave rebellion ==&lt;br /&gt;
{{Stub|section=1|reason =Reports that pawns do not revolt on underground maps}}&lt;br /&gt;
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, escape route, and the presence of colonists on the map, with a base interval of 45 days. The time displayed is based on time awake - that is, if a slave sleeps 8 hours of every 24, the actual mean time between rebellions will be 50% longer. A displayed {{MTB}} of 2 years will actually be a {{MTB}} of 3 years.&lt;br /&gt;
&lt;br /&gt;
Slave rebellions come in several different types: Grand, Local, and Single. A grand escape involves every valid slave on the map rebelling, while a local escape chooses a given slave as a locus with any valid slaves within 35 tiles also rebelling. A single rebellion is, as the name implies, a rebellion by a single slave.&lt;br /&gt;
&lt;br /&gt;
Only non-downed, non-mental breaking, awake, slaves can join a rebellion. Thus, by assigning slaves different shifts, the maximum number of slaves rebelling can be limited. &lt;br /&gt;
&lt;br /&gt;
Weapons such as [[Wood]], [[EMP grenades]]/[[EMP launcher|launchers]], and [[Smoke launcher]]s will not increase rebellion chance, despite being weapons. Rebellious slaves will take ranged weapons even if equipped with [[shield belt]]s, dropping the belts in the process.&lt;br /&gt;
&lt;br /&gt;
While in [[orbit]]{{OdysseyIcon}} slaves cannot rebel at all as they cannot leave the map under normal circumstances while in space.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Mean Time Between Rebellions''' = 45/(Moving Factor * Suppression Factor * Slave Count Factor * Mood Factor * Room Edge Factor * Weapon Factor * Unattended Factor)&lt;br /&gt;
|}&lt;br /&gt;
Where:&lt;br /&gt;
* Moving Factor = A curve dependent on the current [[Moving]] capacity of the slave, defined by 3 points and linearly interpolated between them. 0.01x at 0% (though note that a pawn that cannot move is not valid for a rebellion anyway), 0.5x at 50% and 1x at 100%. This very closely approximates a straight scalar based on the Moving capacity, but is slightly different. Also note that this is Moving capacity, not [[move speed]], so slowing a pawn down with [[peg leg]]s will make rebellions less frequent, but slowing them down with a [[flak vest]] will not. &lt;br /&gt;
* Suppression Factor = A curve dependent on the current suppression value of the slave, defined by 4 points and linearly interpolated between them. 5x at 0%, 1.5x at 33.3%, 1x at 50%, 0.25x at 100%.&lt;br /&gt;
* Slave Count Factor = A curve dependent on the number of slaves loaded on a map, defined by 5 points and linearly interpolated between them. 1x at 1 slave, 0.75x at 2 slaves, 0.5x at 5 slaves, 0.3x at 10 slaves. 0.2x at 20 slaves. Note that despite making each slave individually less likely to rebel, having more slaves rolling for rebellions actually increases the chance. Also note that these slaves don't need to be valid slaves for a rebellion, they must simply be alive and on the map.&lt;br /&gt;
* Mood Factor = A curve dependent on the [[mood]] of the slave, defined by three points and linearly interpolated between them. 1.5x at 0% mood, 1x at 50% mood, 0.8x at 100% mood. &lt;br /&gt;
* Room Edge Factor = 1.7 when in a room that touches the map edge including being completely outdoors. 1 otherwise.&lt;br /&gt;
* Weapon Factor = 4 when within 7 tile range of a usable weapon, or if indoors (in a room not considered outdoors) in the same room as a usable weapon. 1 otherwise. [[Body part weapons]] do not count for the purposes of this check.&lt;br /&gt;
* Unattended Factor = 20 when on a map without a colonist that is not downed, dead or a slave. 1 otherwise.&lt;br /&gt;
&lt;br /&gt;
== Wardening ==&lt;br /&gt;
Like [[prisoner]]s, slaves can be interacted with by colonists with the Warden task.&lt;br /&gt;
&lt;br /&gt;
* '''Suppress''' - Intimidate the slave, causing their suppression to rise up, which lowers the chance of rebellion.&lt;br /&gt;
* '''Imprison''' - Arrest the slave, turning them back into a [[prisoner]]. You will need to reduce their will again to enslave them again.&lt;br /&gt;
* '''Emancipate''' - Free the slave. If the slave belonged to another faction, you will gain [[goodwill]] with that faction.&lt;br /&gt;
* '''Execute''' - Kill the slave.&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
{{Stub|section=1|reason=Children have different fall rates? }}&lt;br /&gt;
Suppression is one of the stats used to calculate the slave rebellion interval. The higher the suppression, the longer the expected interval in between rebellions. The suppression of a slave can be increased by interacting with them, melee attacking them with a colonist or executing other slaves or prisoners. Over time, the suppression level lowers depending on its current level by up to 20% per day. It will continue to tick down when the pawn is asleep.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Suppression !! Suppression loss&amp;lt;br/&amp;gt;(per day)&lt;br /&gt;
|-&lt;br /&gt;
| 30% - 100% || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;15% - &amp;lt;30% || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| 0% - 15%   || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of suppression lost can be increased or decreased if the slave is wearing the following things:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Suppression loss offset&amp;lt;br/&amp;gt;(per day)&lt;br /&gt;
|- &lt;br /&gt;
| [[Slave collar]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave body strap]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowler hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribal headdress]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Veil]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine helmet]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine armor]] || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine helmet]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Grenadier armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex shirt]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex vest]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal shirt]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Corset]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal vest]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ladies hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Top hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coronet]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stellic crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Beret]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechlord suit]]{{BiotechIcon}} || {{--|30%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A suppression loss of less than 0% per day will not increase the suppression. Since the default loss is at a maximum of 20% per day, a slave collar combined with body straps is enough to keep up the suppression of a slave unless they are wearing apparel that increases suppression loss above 10%. Since a negative loss has no effect, increasing Terror while slaves wear slave collars and body straps is useless unless you also wish to outfit the slave with suppression-decreasing apparel, such as dusters in hot [[biomes]] or marine armor for combat slaves.&lt;br /&gt;
&lt;br /&gt;
=== Warden suppression ===&lt;br /&gt;
Each time a warden suppresses a slave, it increments their suppression by a value dependent on the [[Suppression Power]] of the warden and the current suppression of the slave.  &lt;br /&gt;
Namely:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Suppression Change = Suppression Power * Suppression Curve Factor'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! CurrentSuppressionFactorCurve&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Current Suppression (%))|yAxisTitle=Suppression Multiplier|type=line|x=0, 50, 100 |y1= 2, 1, 0.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a colonist with [[Skills#Social|Social]] skill of 10 has a Suppression Power of 28%. A slave with a current Suppression value of 0 has a suppression curve factor of 2x. Thus, that colonist suppressing that slave would result in the slave's suppression increasing by 56%. This also means that a skill 20 pawn will always fully supress a slave.&lt;br /&gt;
&lt;br /&gt;
Each suppression attempt takes {{ticks|180}} of work.&lt;br /&gt;
&lt;br /&gt;
[[Authority cap]]s improve the suppression power of the wearer. See that page for details.&lt;br /&gt;
&lt;br /&gt;
=== Melee suppression ===&lt;br /&gt;
{{Stub|section=1|reason=Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added}}&lt;br /&gt;
Any colonist can suppress a pawn by performing melee attacks against them. Each attack increases suppression at a rate dependent on the current suppression and the damage dealt, with more damage suppressing more&lt;br /&gt;
&lt;br /&gt;
=== Terror === &lt;br /&gt;
{{Stub|section=1|reason= A number of check tags, and even with them, theres mechanical detail missing. Terror mechanics are poorly documented and [[terror]], [[terror sculpture]], [[gibbet cage]], and [[skullspike]] all need detail.}}&lt;br /&gt;
{{Quote|''Terror is a way to keep slaves suppressed. It rises when the slave spends time near terrifying things like terror sculptures. A slave can only be affected by three terror sources at a time. While terror is high, suppression falls slower.''|Terror description}}&lt;br /&gt;
&lt;br /&gt;
Terror is stat of slaves that ranges from 0% to 100% and is raised by being in proximity to terror creating furniture. While slaves are affected by terror, the rate at which they lose suppression is reduced, depending on their current terror. &lt;br /&gt;
&lt;br /&gt;
The relationship between terror and reduction in suppression loss is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Suppression Loss Rate Offset by Terror Percentage&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Terror (%)|yAxisTitle=Suppression Loss Rate Offset (%) |type=line|x=0, 25, 50, 100|y1=0, 15, 25, 45}}&lt;br /&gt;
| The offset to suppression loss rate is linearly interpolated between the following points:&lt;br /&gt;
* {{+|15%}} at 25% terror&lt;br /&gt;
* {{+|25%}} at 50% terror&lt;br /&gt;
* {{+|45%}} at 100% terror&lt;br /&gt;
|}&lt;br /&gt;
For example, a pawn with a current suppression level of 80% would lose, by default, {{--|20%}} suppression per day. If they had 30% terror, this would result in an offset of {{+|18%}} to their suppression loss rate, resulting in a final loss rate of {{--|2%}}&lt;br /&gt;
&lt;br /&gt;
Note that pawns that are asleep do not experience terror but still have their suppression tick down. Also note the terror does not have &amp;quot;memory&amp;quot; or any gradual decline after leaving the radius of the sources - after a short period{{Check Tag|How long?|Reports of ~15 seconds?}} when the next check for terror sources is performed, the terror will instantly drop. &lt;br /&gt;
&lt;br /&gt;
Terror sources stack additively, up to three times structures.{{Check Tag|Which three?|Is it the best three or the most recently seen three?}} Sources of terror are as follows:&lt;br /&gt;
{| {{STDT|sortable text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Source !! Strength !! Radius&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Skullspike|24}}&lt;br /&gt;
! [[Skullspike]]&lt;br /&gt;
| {{+|25%}} &lt;br /&gt;
| ? Tiles{{Check Tag|Detail needed}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Gibbet cage|24}}&lt;br /&gt;
! [[Gibbet cage]]&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;'''0%'''/{{+|25%}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Empty&amp;lt;/small&amp;gt;/&amp;lt;small&amp;gt;Filled&amp;lt;/small&amp;gt;&lt;br /&gt;
| ? Tiles{{Check Tag|Detail needed}}&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Terror sculpture|24}}&lt;br /&gt;
! [[Terror sculpture]]&lt;br /&gt;
| {{+|3%}}/{{+|6%}}/{{+|10%}}/{{+|15%}}/{{+|20%}}/{{+|30%}}/{{+|40%}}&lt;br /&gt;
| ? Tiles{{Check Tag|Detail needed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Keep slaves in collars and straps. Barring that, build terrorizing furniture in the areas they spend the most time ''awake'' in, such as workshops and kitchens. Terror fixtures are of little use inside a slave's own room.&lt;br /&gt;
&lt;br /&gt;
Keep your weapons inside a room that slaves will rarely, if ever, approach; confining your slaves to a restrictive allowed [[Zone/Area#Allowed area|area]] helps, of course.&lt;br /&gt;
&lt;br /&gt;
Minimize or eliminate the time slaves have access to the map edge. Consider walling off the area that slaves live in, if your entire colony isn't walled off already (doors count as barriers for purposes of map edge access for slaves). If that isn't feasible, keep slaves near the center of your colony as much as possible, and build walls and doors blocking off the ends of alleyways (this also helps slow down raiders that get past your outer defenses or land inside your base outright). Again, confining slaves to an allowed area is critical.&lt;br /&gt;
&lt;br /&gt;
Consider keeping your slaves happy. This is much easier than it might seem, since slaves have a huge baseline mood boost compared to a typical colonist, and will never get upset about lack of recreation. Slaves also get mood bonuses from performing work they're [[Passion|passionate]] about; paradoxically, these bonuses can last longer because the slave need not take recreation breaks. Having them drink [[psychite tea]] every other day will not only boost their mood further but also slightly increase their productivity (though unfortunately the big increase to recreation is wasted). Because slaves return to their rooms by default when in need of medical care, consider making their floors [[steel tile]] for an admittedly expensive increase to both cleanliness and room beauty. Also consider sticking &amp;quot;hand-me-down&amp;quot; beautifying [[sculptures]] in their rooms instead of just selling the old art. On the other hand, [[ascetic]] slaves allow you to have a happy slave with the crummiest room possible. [[Masochist]] slaves will love having a mindscrew implant (though it will lower their sale price), and the pain will lower consciousness, reducing their movement potential and further discouraging rebellion. Or just punch them once in a while. They also like wearing the collar and straps that all slaves should wear anyway. Not only do happy slaves rebel a bit less often, joyful slaves can benefit from [[inspirations]] as other colonists do, making them even more useful as your property.&lt;br /&gt;
&lt;br /&gt;
If you have the [[Royalty]] DLC, consider giving slaves brain implants that cause [[brain shock]] so rebellions can be safely suppressed with no loss of life, even with armed and armored slaves, by using [[EMP]] weapons. Implants such as the [[circadian half-cycler]]{{RoyaltyIcon}} and the [[circadian assistant]]{{RoyaltyIcon}} also increase the total productivity of the slave, and the half-cycler reduces movement capacity by reducing consciousness; the downside is that these implants increase time awake, lowering the {{MTB}} for rebellions.&lt;br /&gt;
&lt;br /&gt;
If you have the [[Anomaly]] DLC, the Bliss Lobotomy procedure can be learned and performed to massively reduce the frequency of an individual slave's rebellion interval at the cost of no longer being able to perform skilled labor and reducing their learning speed. This makes it a very compelling option for slave whose primary role is Hauling, Cleaning, Animal Handling, and/or Doctoring. Lobotomized slaves are so compliant that even when armed their rebellion interval more closely matches that of a normal, unarmed slave. While not entirely without risk, this makes enslaved combatants a viable option especially if they are only armed when there is an active threat. It is important to note that while a lobotomized slave may almost never rebel themselves, other non-lobotomized slaves may start a group rebellion and cause lobotomized slaves to join regardless.&lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Genetically modifying slaves is overall essential for improving how efficient they are at work and countering their faults.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Countering Rebellions&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Total Metabolic Efficiency !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Extra pain]] || {{+|2}} || forces the wimp trait increasing pain shock threshold, this allows rebellions to be dealt with quicker and with less risk of killing the slave, mental breaks should they occur can be dealt with in the same way.&lt;br /&gt;
|-&lt;br /&gt;
| [[Weak melee damage]]&amp;lt;br&amp;gt;[[Nearsighted]] || {{+|1}}&amp;lt;br&amp;gt;{{+|2}} ||Should be added over [[violence disabled]] this is because pawns incapable of violence will still participate in rebellions and the gene overrides the two actually impactful genes for combat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Aptitude|Awful shooting/melee&amp;lt;br&amp;gt;Poor shooting/melee]] || {{+|2}}&amp;lt;br&amp;gt;{{+|1}} || Lowers the skills that they will use for combat during rebellions in addition to being essentially free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Very happy]] || {{--|2}} || indirectly makes rebellions less frequent by improving their mood.&lt;br /&gt;
|-&lt;br /&gt;
| [[Superfast wound healing]]&amp;lt;br&amp;gt;[[Fast wound healing]] || {{--|3}}&amp;lt;br&amp;gt;{{--|2}} || Allows slaves to recover faster after being beaten during rebellions or mental breaks, damaging slaves in melee also raises their suppression far quicker then a warden doing it&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Temperature|Heat/Cold super-tolerant&amp;lt;br&amp;gt;Heat/Cold tolerant]]&amp;lt;br&amp;gt;[[Furskin]]&amp;lt;br&amp;gt;[[Furry tail]] || {{--|2}}&amp;lt;br&amp;gt;{{--|1}}&amp;lt;br&amp;gt;{{--|1}}&amp;lt;br&amp;gt;{{--|1}} || Should be added if in hot or cold biomes this is because Slave body straps occupy the outer layer thus they cannot be equipped with parkas or dusters missing out on additional slave suppression offset.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Improving and countering their faults&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Total Metabolic Efficiency !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Beauty|Very unattractive&amp;lt;br&amp;gt;Unattractive]] || {{+|2}}&amp;lt;br&amp;gt;{{+|1}} || While slaves cannot be ordered to romance other colonists, they will still do it on their own terms, these genes while being free also reduce the chance of undesirable relationships from forming, thus negating the sleeping alone and &amp;quot;My &amp;lt;relationship&amp;gt; died&amp;quot; moodlets slaves cannot share beds with colonists and cannot do loving either.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Aptitude|Awful intellect/artistic&amp;lt;br&amp;gt;Poor intellect/artistic]] || {{+|2}}&amp;lt;br&amp;gt;{{+|1}} || These skills cannot be used so free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Sleep|No sleep&amp;lt;br&amp;gt;Low sleep]] || {{--|6}}&amp;lt;br&amp;gt;{{--|4}} || can be installed to increase how long slaves are awake for and thus working combined with the lack of recreation need, Makes rebellions larger due to more slaves being awake at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth tail]]&amp;lt;br&amp;gt;[[Elongated fingers]] || {{--|1}}&amp;lt;br&amp;gt;{{--|1}} || improves manipulation offsetting the lowered work speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Aptitude|Great aptitude&amp;lt;br&amp;gt;Good aptitude]] || {{--|3}}&amp;lt;br&amp;gt;{{--|1}} || Overall depends on what you want the slave to be specialized towards, Crafting can be installed to allow the slave to craft components far sooner, while Mining can allow them to work faster at drills or clearing areas for building, these can turn what is otherwise a garbage pawn into one specialized for certain petty tasks far quicker.&lt;br /&gt;
|}&lt;br /&gt;
=== Titles ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
{{Main|Titles}}&lt;br /&gt;
Slaves can be given honor and ascend the ranks of royalty just as every other pawn can. They function much the same as other nobles, requiring specific clothes, certain standards of bedroom and throne room, etc. with two major exceptions. First is they cannot use permits. Second is that slavery overrides the work type restrictions from conceited nobility.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - Slave sold penalty reduced from -5 to -3.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9. Couples made of a slave/colonist pair no longer want to sleep together despite not being able to share a bed.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base {{MTB}} 50 days back to 45 days. Ideoligion funerals are no longer expected for slaves. Slaves no longer count for Diversity of Thought. More selective in which weapons increase rebellion chance - now excludes Wood, EMP, Smoke etc.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3080]] - Rebelling slaves now drop shield belt if they have a ranged weapon&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Lower slave social fight chance by 50%.  Killing a slave in a slave rebellion no longer causes 'Witnessed ally's death' thought.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Wardens stop suppressing slaves if suppression &amp;gt; 50%. Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Slaves are now worth 75% of colonists in terms of map wealth and population.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Emancipated slaves that are drafted stay drafted.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Enslaving a pawn removes unwaveringly loyal.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Slaves freed on exiting map.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials&amp;diff=175595</id>
		<title>Modding Tutorials</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials&amp;diff=175595"/>
		<updated>2026-02-20T21:07:46Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: /* C# Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Mods_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the hub page for tutorials, guides, and reference materials for creating mods for RimWorld. If you are looking for instructions on how to use RimWorld, please check out the general [[Modding]] hub.&lt;br /&gt;
&lt;br /&gt;
As RimWorld does not have a formal modding API, nearly all of the information here has been gathered and maintained by the modding community.&lt;br /&gt;
&lt;br /&gt;
'''NEW: [[Modding_Tutorials/RimWorld_1.6_Mod_Updates|RimWorld 1.6 Mod Updates]]''' - A work-in-progress list of changes datamined by the modding community in the current unstable version of RimWorld 1.6. '''THERE MAY BE ODYSSEY DLC SPOILERS, YOU HAVE BEEN WARNED.'''&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==About RimWorld==&lt;br /&gt;
RimWorld is a multi-platform game written on Unity 2022.3.35. However, the Unity Editor is not used for creating mods unless you are creating new shaders or building optional asset bundles.&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Recommended_software|Recommended Software]] - Editors and other useful software for mod development&lt;br /&gt;
* [[Modding_Tutorials/Mod_Folder_Structure|Mod Folder Structure]] - Explore the basic folder structure of a mod&lt;br /&gt;
** [[Modding_Tutorials/About.xml|About.xml]] - About.xml identifies and describes your mod to RimWorld so that it can be loaded properly&lt;br /&gt;
&lt;br /&gt;
===Game Systems Guides===&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Defs|Defs]] - XML Definitions are used to define and configure content in a way that does not require compiling code&lt;br /&gt;
** [[Modding_Tutorials/MayRequire|MayRequire]] - MayRequire and MayRequireAnyOf are used to conditionally load Defs and list entries based on whether a DLC or other mod is loaded&lt;br /&gt;
* [[Modding_Tutorials/Localization|Localization]] - Define text strings used for translations and word lists used in name and text generation&lt;br /&gt;
* [[Modding_Tutorials/PatchOperations|PatchOperations]] - PatchOperations are used to modify XML Defs without overwriting them completely&lt;br /&gt;
* [[Modding_Tutorials/Sounds|Sounds]] - (Needs Rewriting) Adding sound files for mods&lt;br /&gt;
* [[Modding_Tutorials/Textures|Textures]] - How to create and add textures to mods&lt;br /&gt;
* [[Modding Tutorials/Plant Rendering|Plant Rendering]] - An explanation of how plant textures are rendered&lt;br /&gt;
* [[Modding_Tutorials/Research_Projects|Research Projects]] - How to create and use research projects.&lt;br /&gt;
&lt;br /&gt;
===XML Tutorials===&lt;br /&gt;
&lt;br /&gt;
The following are step-by-step tutorials for creating basic content mods.&lt;br /&gt;
&lt;br /&gt;
Basic Tutorials:&lt;br /&gt;
* [[Modding_Tutorials/Basic_Melee_Weapon|Basic Melee Weapon]] - How to create a basic melee weapon with a texture mask&lt;br /&gt;
* [[Modding_Tutorials/Basic_Ranged_Weapon|Basic Ranged Weapon]] - How to create a basic ranged weapon with custom sound effects&lt;br /&gt;
* [[Modding_Tutorials/Basic_Plant|Basic Plant]] - How to create a custom plant with both a cultivated and wild variant&lt;br /&gt;
* Custom Animal (Upcoming)&lt;br /&gt;
* Simple Building (Upcoming)&lt;br /&gt;
* Custom Workbench (Upcoming)&lt;br /&gt;
* Custom Drug (Upcoming)&lt;br /&gt;
&lt;br /&gt;
Advanced Tutorials:&lt;br /&gt;
* Custom Faction (Upcoming)&lt;br /&gt;
* Custom Culture (Upcoming)&lt;br /&gt;
* Custom Trader Type (Upcoming)&lt;br /&gt;
&lt;br /&gt;
===C# Guides===&lt;br /&gt;
&lt;br /&gt;
C# is used to create and define custom game behaviors &lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Decompiling source code|Decompiling Source Code]] - How to set up and use a decompiler to read vanilla game code&lt;br /&gt;
* [[Modding_Tutorials/Setting up a solution|Setting up a Solution]] - How to set up a solution for compiling a custom mod assembly&lt;br /&gt;
* [[Modding_Tutorials/Application_Startup|Application Startup]] - Describes the application startup process and the order in which game data is loaded&lt;br /&gt;
* Custom Consumable (Upcoming)&lt;br /&gt;
* Custom Overlays (Upcoming)&lt;br /&gt;
* [[Modding_Tutorials/Code_FloatMenuOptionProvider|FloatMenuOptionProvider]] - How to use &amp;lt;code&amp;gt;FloatMenuOptionProvider&amp;lt;/code&amp;gt; to add right click context menu options to arbitrary targets.&lt;br /&gt;
* [[Modding_Tutorials/Code_MendingJob|Example Mending Job]] - How to use a &amp;lt;code&amp;gt;FloatMenuOptionProvider&amp;lt;/code&amp;gt; in conjunction with a &amp;lt;code&amp;gt;JobDef&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;JobDriver&amp;lt;/code&amp;gt; in order to create a simple mending function for weapons and apparel.&lt;br /&gt;
&lt;br /&gt;
===Updates and Migrations===&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/RimWorld_1.5_Mod_Updates|RimWorld 1.5 Mod Updates]] - (WARNING: Anomaly Spoilers) Community notes for updating mods from 1.4 to 1.5.&lt;br /&gt;
* [[Modding_Tutorials/RimWorld_1.6_Mod_Updates|RimWorld 1.6 Mod Updates]] - (WARNING: Odyssey Spoilers) Community notes for updating mods from 1.5 to 1.6.&lt;br /&gt;
&lt;br /&gt;
===Testing and Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
* [[Modding Tutorials/Testing mods|Testing Mods]] - Tips and tricks for testing mod content&lt;br /&gt;
&lt;br /&gt;
===Slightly Outdated===&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Plague_Gun|Plague Gun]] - This tutorial was created for RimWorld 1.0 but updated for 1.4. While the exact content is obsolete as you can now accomplish the same result with purely vanilla XML, it is still useful as a crash course for end-to-end mod creation and is here until newer tutorials can replace it.&lt;br /&gt;
&lt;br /&gt;
===Uploading to Steam Workshop===&lt;br /&gt;
* You can upload your mod to Steam Workshop by enabling Development Mode from your game Options and then using the Upload option under the Advanced button in the vanilla mod manager.&lt;br /&gt;
* Note that in order to upload to Steam Workshop, you must own the game on Steam Workshop. Owning RimWorld on GOG or Epic will not work.&lt;br /&gt;
* Your Preview.png should be a 640x360 or 1280x720 PNG and '''must''' be under 1MB. If it is too large, then your upload will be rejected with &amp;lt;code&amp;gt;Error : Limit Exceeded&amp;lt;/code&amp;gt;&lt;br /&gt;
* If you get a &amp;lt;code&amp;gt;OnItemSubmitted Fail&amp;lt;/code&amp;gt; error, make sure you close any programs that are targeting items in your mods folder. This can also mean that Steam Workshop is having some technical issues at the moment. If it keeps occurring, then the only thing to do is to wait a few hours for it to clear up.&lt;br /&gt;
* Steam mod descriptions don't use markdown, they use a variant of BBCode. Please check out the [https://steamcommunity.com/comment/Guide/formattinghelp Steam text formatting guide].&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
'''Note:''' All of the above tutorials have been cleaned up and reviewed by the #mod-development team on the [https://discord.gg/rimworld RimWorld Discord] in cooperation with RimWorld Wiki staff editors. Please let us know before creating, adding, or making any major edits to the vetted tutorials and guides section!&lt;br /&gt;
&lt;br /&gt;
==Outdated / Under Review==&lt;br /&gt;
&lt;br /&gt;
The following tutorials are either out of date or in need of a rewrite. The information in them might be useful but may not be up to standard; please be aware of any potential inaccuracies until they can be addressed.&lt;br /&gt;
&lt;br /&gt;
* [[Modding Tutorials/First Steps|First Steps and Some Links]]&lt;br /&gt;
* [[Modding Tutorials/Essence| Essence of Modding]]&lt;br /&gt;
* [[Modding Troubleshooting Tips and Guides]]&lt;br /&gt;
* [[Modding Tutorials/Sounds|Adding and Testing Sounds]]&lt;br /&gt;
* [[Modding Tutorials/Assets|Decompiling Texture/Sound Assets]]&lt;br /&gt;
* [[Modding Tutorials/Compatibility|Compatibility]]&lt;br /&gt;
* [[Modding_Tutorials/Distribution|Distribution]]&lt;br /&gt;
* [[Modding_Tutorials/Modifying defs|Modifying Defs]]&lt;br /&gt;
* [[Modding_Tutorials/Troubleshooting|Troubleshooting mods]]&lt;br /&gt;
* [[Modding Tutorials/Rituals]]&lt;br /&gt;
&lt;br /&gt;
===XML tutorials===&lt;br /&gt;
&lt;br /&gt;
* [[Modding Tutorials/XML file structure|XML File Structure]]&lt;br /&gt;
* [[Modding Tutorials/XML Defs|Introduction to XML Defs]]&lt;br /&gt;
** [[Modding Tutorials/Compatibility with defs|XML Def Compatibility]]&lt;br /&gt;
** [[Modding Tutorials/ThingDef|ThingDef explained]]&lt;br /&gt;
** [[Modding Tutorials/Weapons Guns|Weapons_Guns.xml explained]]. Slightly dated.&lt;br /&gt;
&lt;br /&gt;
===C# tutorials===&lt;br /&gt;
* [[Modding_Tutorials/Hello World|Hello World]]&lt;br /&gt;
* [[Modding_Tutorials/Writing custom code|Writing Custom Code]]&lt;br /&gt;
* [[Modding Tutorials/Linking XML and C#|Linking XML and C#]]&lt;br /&gt;
* [[Modding_Tutorials/Harmony|Alter Code at Runtime with Harmony]] - this is a best practice for modifying game code, replacing C# code injection to reduce Mod Conflicts&lt;br /&gt;
* [[Modding_Tutorials/Modifying classes|Adding fields and methods to classes]]&lt;br /&gt;
* [[Modding Tutorials/ModSettings|Mod settings]] - Add settings to your mod&lt;br /&gt;
* [[Modding Tutorials/DefModExtension|Def mod extensions]] - Add (custom) fields to Defs&lt;br /&gt;
* [[Modding Tutorials/Custom Comp Classes|Custom Comp Classes]] - A quick overview of what types of Comps there are, and what they're suited for.&lt;br /&gt;
* [[Modding_Tutorials/ThingComp|ThingComp]] - Learn all there is to know about ThingComps.&lt;br /&gt;
* [[Modding Tutorials/GameComponent|Components]] - GameComponents, WorldComponents, and MapComponents&lt;br /&gt;
* [[Modding_Tutorials/Def classes|Introduction to Def Classes]]&lt;br /&gt;
* [[Modding_Tutorials/Compatibility_with_DLLs|Using Harmony to optionally patch other mods for the sake of compatibility]]&lt;br /&gt;
* [[Modding Tutorials/TweakValue|TweakValues]] - Change values on the fly (handy for quick iteration!)&lt;br /&gt;
* [[Modding Tutorials/ExposeData|ExposeData]] - Save stuff&lt;br /&gt;
* [[Modding Tutorials/BigAssListOfUsefulClasses|The big ass list of useful classes]] - A non-exhaustive list of classes you'll use most&lt;br /&gt;
* [[Modding Tutorials/GrammarResolver|Grammar Resolver]] - PAWN_objective, PAWN_possessive? Find out what it all means here.&lt;br /&gt;
* [https://github.com/Mehni/ExampleJob/wiki ExampleJob] - Mehni's top to bottom breakdown of Jobs.&lt;br /&gt;
* [[Modding_Tutorials/ConfigErrors|Config Errors]] - Provide configuration issues to the user on startup.&lt;br /&gt;
* [[Modding Tutorials/DebugActions|Debug Actions]] - Call methods from the debug menu&lt;br /&gt;
* [https://www.arp242.net/rimworld-mod-linux.html Getting started with RimWorld modding on Linux]&lt;br /&gt;
&lt;br /&gt;
===Art Tutorials===&lt;br /&gt;
* [https://spdskatr.github.io/RWModdingResources/artstyle Artstyle] - Officially unofficial guide to RimWorld's Artstyle&lt;br /&gt;
* Ekksu's animal texture guides: [https://imgur.com/a/how-to-make-rimworld-sprites-its-basically-x-with-y-edition-wS3Pt 1] [https://imgur.com/a/how-to-make-rimworld-sprites-theres-nothing-that-looks-like-this-animal-edition-xdDzg 2]&lt;br /&gt;
* [https://steamcommunity.com/sharedfiles/filedetails/?id=1114369188 ChickenPlucker's guide to creating apparel]&lt;br /&gt;
* [https://github.com/seraphile/rimshare/wiki/Colouring-in-Images Seraphile's guide to masks]&lt;br /&gt;
&lt;br /&gt;
===Under Construction===&lt;br /&gt;
&lt;br /&gt;
These are currently unfinished and need to be cleaned up or removed&lt;br /&gt;
&lt;br /&gt;
* [[Modding Tutorials/Quests]]&lt;br /&gt;
* [[Modding Tutorials/Troubleshooting/Finding Exceptions]]&lt;br /&gt;
&lt;br /&gt;
===Dangerously Outdated===&lt;br /&gt;
&lt;br /&gt;
* [[RimWorld 1.3: XML Mod Creation]]&lt;br /&gt;
* [[Modding Tutorials/Assembly Modding Example|Assembly Modding]]&lt;br /&gt;
* [[Modding Tutorials/Xenotype template]] originally by Ryflamer&lt;br /&gt;
&lt;br /&gt;
* [[Modding Tutorials/Smelter]]&lt;br /&gt;
* [[Modding Tutorials/Items]]&lt;br /&gt;
* [[Modding Tutorials/Furniture]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://github.com/roxxploxx/RimWorldModGuide/wiki Roxxploxx's set of modding tutorials]&lt;br /&gt;
* [https://spdskatr.github.io/RWModdingResources/ RimWorld Modding Resources - A hub for guides, modders, practical tips]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raider&amp;diff=175448</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raider&amp;diff=175448"/>
		<updated>2026-02-17T16:50:04Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Clarifying that only HE or incendiary shells can be received as resupply. The game code explicitly only includes shells that directly harm health and explicitly omits antigrain shells. See LordToil_Siege to verify.&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
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|}&lt;br /&gt;
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&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{About|NPC enemies|the ideological meme|Ideoligion#Raider{{!}}Raider}}&lt;br /&gt;
{{imagemargin|[[File:raiders_layout_preview.png|124px|right]]|41px}}&amp;lt;/div&amp;gt;'''Raiders''' are essentially the main antagonists of ''RimWorld''. They are predatory enemies who appear in events called &amp;quot;Raids&amp;quot; and are sent by the storyteller or by player accepted quests. The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Raiders have several [[#Raiders' strategies|strategies]] when a raid event is spawned. Human raiders continue to attack until one of several conditions are met. Mechanoid raiders continue to attack indefinitely. Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Ransom.png|'''Ransom'''&lt;br /&gt;
File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts'''&lt;br /&gt;
File:Pirates have given up and area leaving.png|'''Pirates have given up and are leaving'''&lt;br /&gt;
Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
{{Rewrite|section=1|reason=1) Convert linked spreadsheet to wiki, and update as is many versions out of date. 2) Addiction drug carrying mechanics}}&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing This Google Sheets spreadsheet] shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on [[Cassandra Classic]] and [[Phoebe Chillax]] they come equipped early on with mostly [[autopistol]]s and crude melee weapons, some [[bolt-action rifle]]s and [[pump shotgun]]s later down the line. In the late game they can come equipped with things such as [[frag grenades]], [[sniper rifle]]s, [[incendiary launcher]]s and [[machine pistol]]s. Rarely some will have [[assault rifle]]s or [[LMG]]s. &lt;br /&gt;
&lt;br /&gt;
A raiding party may include members equipped with melee weapons and [[shield belt]]s. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat. &lt;br /&gt;
&lt;br /&gt;
Also, raiders do not always use weapons appropriate to their skills, as the weapons are randomly chosen. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the [[Trait#Brawler|Brawler]] trait), and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat.&lt;br /&gt;
&lt;br /&gt;
=== Loot === &lt;br /&gt;
{{stub|section=1|reason=Is there always loot?}}&lt;br /&gt;
Raiders can spawn carrying additional items unrelated to their pawnkind and their combat role. These function as an additional reward for defeating the raid. These items spawn inside the inventories of some raiders and are dropped on their being [[downed]]. The type of loot depends on the faction the raider is from. Note that while drugs and resources do spawn as part of this loot, it is in addition to that spawned for addictions and siege construction.&lt;br /&gt;
&lt;br /&gt;
The total [[market value]] of the loot is proportional to the [[raid points]] of the raid it spawns in. The loot may spawn on one raider or it may be distributed across several individuals. Note that the value does not increase after 4000 raid points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Loot market value by Raid points&lt;br /&gt;
|-&lt;br /&gt;
|{{Graph:Chart|width = 400&lt;br /&gt;
|height = 200&lt;br /&gt;
|type = line&lt;br /&gt;
|xAxisTitle = Raid Points&lt;br /&gt;
|xAxisMin = &lt;br /&gt;
|xAxisMax = &lt;br /&gt;
|yAxisMin = &lt;br /&gt;
|yAxisMax = &lt;br /&gt;
|yAxisTitle = Value (Silver)&lt;br /&gt;
|legend = Legend&lt;br /&gt;
|x = 35, 100, 1000, 2000, 4000, 5000&lt;br /&gt;
|y1 = 8, 60, 250, 400, 500, 500&lt;br /&gt;
|y1Title = Mechanoids&lt;br /&gt;
|y2 = 15, 120, 500, 800, 1000, 1000&lt;br /&gt;
|y2Title = All Other Factions&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The items that compose the loot vary and are themed to the faction performing the raid. The options are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Mechanoid Hive]] !! [[Outlanders]] !! [[Tribals]] !! [[Pirates]] !! [[Empire]]{{RoyaltyIcon}} !! [[Traders guild]]{{OdysseyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon List|Plasteel}}&lt;br /&gt;
{{Icon List|Component }}&lt;br /&gt;
| {{Icon List|Silver}}&lt;br /&gt;
{{Icon List|Medicine}}&lt;br /&gt;
{{Icon List|Component}}&lt;br /&gt;
{{Icon List|Packaged survival meal}}&lt;br /&gt;
{{Icon List|Neutroamine }}&lt;br /&gt;
| {{Icon List|Silver}}&lt;br /&gt;
{{Icon List|Jade}}&lt;br /&gt;
{{Icon List|Herbal medicine}}&lt;br /&gt;
{{Icon List|Pemmican}}&lt;br /&gt;
|{{Icon List|Silver}}&lt;br /&gt;
{{Icon List|Medicine}}&lt;br /&gt;
{{Icon List|Packaged survival meal}}&lt;br /&gt;
{{Icon List|Flake}}&lt;br /&gt;
{{Icon List|Yayo}}&lt;br /&gt;
{{Icon List|Go juice}}&lt;br /&gt;
{{Icon List|Wake up}}&lt;br /&gt;
{{Icon List|Smokeleaf}}&lt;br /&gt;
{{Icon List|Luciferium}}&lt;br /&gt;
| {{Icon List|Gold}}&lt;br /&gt;
{{Icon List|Glitterworld medicine}}&lt;br /&gt;
{{Icon List|Uranium}}&lt;br /&gt;
{{Icon List|Packaged survival meal}}&lt;br /&gt;
| {{Icon List|Silver}}&lt;br /&gt;
{{Icon List|Medicine}}&lt;br /&gt;
{{Icon List|Component}}&lt;br /&gt;
{{Icon List|Packaged survival meal}}&lt;br /&gt;
{{Icon List|Neutroamine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Salvagers]]{{OdysseyIcon}} share the same loot table as [[Traders guild]], despite being referenced as pirates in-game.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.&lt;br /&gt;
&lt;br /&gt;
Raider types are exclusive to their faction - mercenaries being exempt.&lt;br /&gt;
&lt;br /&gt;
This note is temporary and needs to be processed normally.&lt;br /&gt;
As a result of experiments, it was found out how many raid points some entities generate&lt;br /&gt;
Devouver-250&lt;br /&gt;
Himera- 135&lt;br /&gt;
Gorehulk- 75&lt;br /&gt;
Shambler- 50&lt;br /&gt;
Fleshbeasts sinkhole- 800&lt;br /&gt;
Sightstealer- 140&lt;br /&gt;
&lt;br /&gt;
=== Tribals ===&lt;br /&gt;
{{main|Tribes}}&lt;br /&gt;
Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]]. They carry [[pemmican]] as food.&lt;br /&gt;
{{:Tribes/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Pirates ===&lt;br /&gt;
{{main|Pirates}}&lt;br /&gt;
These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily dispatched once you get armor and high-grade weapons.&lt;br /&gt;
{{:Pirates/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Outlanders ===&lt;br /&gt;
{{main|Outlanders}}&lt;br /&gt;
As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game.&lt;br /&gt;
{{:Outlanders/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.&lt;br /&gt;
{{:Mercenaries/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Spacer ===&lt;br /&gt;
{{main|Ancients}}&lt;br /&gt;
These people don't appear in normal raids but are found in [[ancient shrine]]s. This variety is always hostile to the player's faction.&lt;br /&gt;
{{:Ancients/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Empire ===&lt;br /&gt;
{{Royalty|section=1|No Category}}&lt;br /&gt;
{{Main|Empire}}&lt;br /&gt;
{{:Empire/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Cultist ===&lt;br /&gt;
{{Anomaly|section=1|No Category}}&lt;br /&gt;
&lt;br /&gt;
A spooky siege raid, will summon [[fleshbeasts]] if you don't take them out quickly. About half of the enemies would need to be executed twice due to [[Death refusal]], so do not leave the fight early. Mortars and mechanoid seem effective.&lt;br /&gt;
&lt;br /&gt;
The unit types are highthrall (equipped with [[Nerve spiker]]s), underthrall gunner (equipped with heavier guns) and underthrall grunt (Equipped with melee weapons).&lt;br /&gt;
&lt;br /&gt;
{{:Horax cult/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid ==&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
Mechanical enemies that neither feel pain nor seek cover.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Scyther]]&lt;br /&gt;
|[[{{Q|Scyther|Image}}|50px]] || 150 || 100 || - || - || - || '''Melee (Blades)''' || Any || - &amp;lt;!--Before adding anything to these sections, see its purpose on other faction pages. They are not for general analysis--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Lancer]]&lt;br /&gt;
|[[{{Q|Lancer|Image}}|50px]] || 180 || 100 || Normal || - || 9999 || '''[[Charge lance]]''' || Any || - &lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede]]&lt;br /&gt;
|[[{{Q|Centipede|Image}}|50px]] || 400 || 100 || Normal || - || 9999 || '''[[Heavy charge blaster]]''', '''[[Inferno cannon]]''', '''[[Minigun]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Pikeman]]&lt;br /&gt;
|[[{{Q|Pikeman|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Needle gun]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Termite]]&lt;br /&gt;
|[[{{Q|Termite|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Thump cannon]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Militor]]&lt;br /&gt;
|[[{{Q|Militor|Image}}|50px]] || 45  || 100 || Normal || - || 9999 || '''[[Mini-shotgun]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Legionary]]&lt;br /&gt;
|[[{{Q|Legionary|Image}}|50px]] || 150 || 100 || Normal || - || 9999 || '''[[Needle gun]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Tesseron]]&lt;br /&gt;
|[[{{Q|Tesseron|Image}}|50px]] || 150 || 100 || Normal || - || 9999 || '''[[Beam graser]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Scorcher]]&lt;br /&gt;
|[[{{Q|Scorcher|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Mini-flameblaster]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Tunneler (Mechanoid)|Tunneler]]&lt;br /&gt;
|[[{{Q|Tunneler|Image}}|50px]] || 400 || 100 || Normal || - || 9999 || '''Melee (Power claws)''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Centurion]]&lt;br /&gt;
|[[{{Q|Centurion|Image}}|50px]] || 250 || 100 || Normal || - || 9999 || '''[[Charge blaster turret]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Diabolus]]&lt;br /&gt;
|[[{{Q|Diabolus|Image}}|50px]] || 600 || 100 || Normal || - || 9999 || '''[[Hellsphere cannon]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[War queen]]&lt;br /&gt;
|[[{{Q|War queen|Image}}|50px]] || 600 || 100 || Normal || - || 9999 || '''[[Charge blaster turret]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Apocriton]]&lt;br /&gt;
|[[{{Q|Apocriton|Image}}|50px]] || 600 || 100 || Normal || - || 9999 || '''[[Toxic needle gun]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[War urchin]]&lt;br /&gt;
|[[{{Q|War urchin|Image}}|50px]] || 75 || 100 || Normal || - || 9999 || '''[[Spiner]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid cluster ===&lt;br /&gt;
{{main|Mechanoid cluster}}&lt;br /&gt;
&lt;br /&gt;
Added in Royalty was the &amp;quot;Mechanoid Cluster&amp;quot; event, which may be associated with quests or drop on their own. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant. They are eventually awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Raiders' strategies ==&lt;br /&gt;
The message from the event will detail how the raiders from the hostile faction will raid.&lt;br /&gt;
&lt;br /&gt;
=== General Mechanics ===&lt;br /&gt;
&lt;br /&gt;
=== Raider Targeting ===&lt;br /&gt;
&lt;br /&gt;
Standard raiders, including humans and mechanoids, attack targets based on a rough priority system with some random elements. Raiders who are able to path towards a colonist or powered turret will attempt to attack such a colonist or pathable furniture. Raiders who are only able to path towards furniture may attack that furniture or may instead attack random walls and doors. The chance raiders attack the furniture rather than random walls and doors has some random elements to it. Raiders who cannot path towards any colonist nor any furniture targets will attack random walls and doors.&lt;br /&gt;
&lt;br /&gt;
Pathable means that the raider can move to the same cell as the target. &amp;quot;Furniture&amp;quot; targets include objects like stools, tables, chairs, and even things like Wind Turbines, Geothermal Generators, Unpowered Turrets, and production benches. &lt;br /&gt;
&lt;br /&gt;
Raider targeting can change based on nearby targets, if their target is destroyed or becomes non-pathable, or if they take damage.&lt;br /&gt;
&lt;br /&gt;
Raider targeting can also be overridden by nearby targets of opportunity. Raiders may light wooden walls or crops on fire, for example.  &lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Victory&amp;quot; Conditions ===&lt;br /&gt;
&lt;br /&gt;
Human raiders continue to attack until one of several conditions are met. Mechanoid raiders attack indefinitely. Once mechanoids have destroyed every possible target they wander around in place indefinitely until a new target appears.&lt;br /&gt;
&lt;br /&gt;
Downing or killing 40% to 70% of human raiders causes the remaining alive raiders to cease their attack and attempt to flee. A random value between 40% and 70% is chosen for each raider group. If a raid attacks in multiple groups, each group has their own randomly chosen 40% to 70% flee value. Each individual raider group only counts dead or downed members of their own group. Each group attacks and flees independently. &lt;br /&gt;
&lt;br /&gt;
Human Raiders will flee after attacking for approximately 10 to 15 hours. A random value is chosen between these timers. After the time is passed the group will flee. For enemies attacking in multiple groups, each group will have its own timer and solely that group will flee when the timer is met. For sieges, the timer only begins after the siege stops attempting to siege and directly assaults the colony.&lt;br /&gt;
&lt;br /&gt;
Human enemies may attempt to kidnap downed colonists. When kidnapping, enemies may disengage from combat and attempt to flee the map.&lt;br /&gt;
&lt;br /&gt;
Human enemies may attempt to steal nearby loot. When stealing, enemies may disengage from combat and attempt to flee the map. How much nearby loot is required to cause raider theft depends on the raid points of the colony. Higher raid points requires more loot.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_50}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Map Entry || Attack Type || Smart? || Faction Raiders || Ally use this raid?&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Walk in Edge (45%)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Tribal, Outlander, Pirate, Mechanoid&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes (Breach)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Preparation || No&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Tribal, Outlander, Pirate&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Siege || No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Walk in Edge Group (15%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Drop pods (30%)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Tribal, Outlander, Pirate, Empire, Mechanoid&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes (Breach)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Preparation || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Tribal, Outlander, Pirate, Empire&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Siege || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Haywired drop pods (10%) || Immediate Attack || No || Tribal, Outlander, Pirate, Empire, Mechanoid&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Mechanoid Cluster {{RoyaltyIcon}} || No || Mechanoid || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack ===&lt;br /&gt;
{{Quote|They are attacking immediately.|Description}}&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Drop right on top of you&amp;quot; drop pods ===&lt;br /&gt;
Raiders will drop pod right &amp;quot;on top of you&amp;quot; circumventing all exterior defenses. &amp;quot;Drop on top of you&amp;quot; raids choose a singular colonist and all drop pods land around this target in open cells. That singular colonist cannot be under overhead mountain. The drop pods can crash through nearby overhead mountain even though the singular colonist target cannot currently be under overhead mountain. &lt;br /&gt;
&lt;br /&gt;
Only outlander, pirate and empire factions can &amp;quot;Drop right on top of you&amp;quot;. Tribal factions cannot use drop pods. Mechanoid &amp;quot;Drop right on top of you&amp;quot; raids were removed in patch 1.4.&lt;br /&gt;
&lt;br /&gt;
Rather than landing on a colonist, &amp;quot;Drop right on top of you&amp;quot; raids have a 40% chance to land on a powered, unroofed, orbital trade beacon. &lt;br /&gt;
&lt;br /&gt;
These &amp;quot;drop right on top of you&amp;quot; raids always attack immediately and follow standard enemy pathing.&lt;br /&gt;
&lt;br /&gt;
Since most raiders in this situation will use a ranged weapon, you can use the time between the last drop pod land and the first raider emerge to position melee fighter in between and prevent them from shooting.&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack smart ===&lt;br /&gt;
Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid turret line of sight if possible. If there is no path to the raider's target around turret line of sight, or if their target is a turret, they will walk through turret line of sight.&lt;br /&gt;
&lt;br /&gt;
Despite their description, they do not avoid traps like Spike Traps nor IEDs in any way.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are &amp;quot;preparing&amp;quot;. This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself.&lt;br /&gt;
&lt;br /&gt;
=== Sappers ===&lt;br /&gt;
{{Quote|It looks like they want to use sappers to tunnel around your defenses.|Description}}&lt;br /&gt;
Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual. Their ultimate goal is an assigned constructed sleeping position. Freely placed sleeping spots, and unassigned beds do not qualify. An assigned sleeping position can be a colonist bed, an animal bed, or prisoner bed with a name on it rather than it being unassigned.&lt;br /&gt;
&lt;br /&gt;
The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on.&lt;br /&gt;
&lt;br /&gt;
They can be fairly dangerous to those who tunnel into mountains as their defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (spike trap and all kind of IEDs). It's possible to create such an trap area to kill them before hand.&lt;br /&gt;
&lt;br /&gt;
However, in open bases they are even worse than regular raiders as they come in smaller numbers.&lt;br /&gt;
&lt;br /&gt;
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls.&lt;br /&gt;
File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely.&lt;br /&gt;
File:Sappers attacking ancient structures will kill spacers you would love to recruit.png|3: Sappers attacking ancient structures will kill spacers you would love to recruit.&lt;br /&gt;
File:Sappers may cause mechanoids to function as your outer defense line.png|4: Sappers may cause mechanoids to function as your outer defense line.&lt;br /&gt;
File:Sappers demise.png|5: Sappers are defeated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Breachers ===&lt;br /&gt;
{{Quote|These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.|Description}}&lt;br /&gt;
&lt;br /&gt;
Much like sappers, raiders will utilize their tools to easily breach past your walls. Breachers, like sappers, target assigned constructed sleeping positions. Unlike Sappers, however, breachers come equipped with tools designed to destroy walls easily regardless of their mining skill.&lt;br /&gt;
* [[Tribals]] use pawns equipped with [[breach axe]]s.&lt;br /&gt;
* [[Outlanders]], [[Pirates]], and [[Empire|Imperials]]{{RoyaltyIcon}} use [[frag grenade|frag grenadiers]].&lt;br /&gt;
* Mechanoids utilize the [[thump cannon]]-wielding [[Termite]]. &lt;br /&gt;
&lt;br /&gt;
Unlike sappers, they mostly target colony-built walls in their direct path, instead of mining the shortest route. Any raiding pawns nearby will always follow the breaching pawn in question, only attacking within range. Breachers will not attack passable player buildings, and instead only target impassable buildings like walls.&lt;br /&gt;
&lt;br /&gt;
They ignore walls that are not owned by the colonist unless there are no pathways around them, making it more difficult to trick the breachers into unintentionally opening the ancient shrines.&lt;br /&gt;
&lt;br /&gt;
There are two types of Breach Raids: Standard breach raids which ignore turrets and &amp;quot;Smart&amp;quot; breachers which attempt to avoid turret line of sight. The &amp;quot;Smart&amp;quot; Breach Raid letter will contain the phrase &amp;quot;they appear unusually clever with their tactics. They'll avoid your turrets' fields of fire and notice some of your traps&amp;quot;. Smart breachers do not actually notice any of your traps. Smart breachers only may attempt to avoid turret line of sight if possible. &lt;br /&gt;
&lt;br /&gt;
[[File:Siege base construct.png|350px|thumb|right|Siegers arriving at their chosen minibase location. The faint &amp;quot;blueprint&amp;quot; for the base is not visible until the resources are dropped.]] [[File:Siege_base_finished.png|350px|thumb|right|Siegers done constructing their minibase and questionable defenses, moving toward commencing bombardment.]]&lt;br /&gt;
&lt;br /&gt;
=== Siege ===&lt;br /&gt;
{{See also|Auto-mortar}}&lt;br /&gt;
{{Quote|It looks like they want to besiege the colony and pound you with mortars from a distance. You can try to wait it out - or go get them.|Description}}&lt;br /&gt;
&lt;br /&gt;
Raiders enter your map from an edge and head towards a point well outside your base to set up a makeshift siege base. Once there, drop pods supply them with ample resources to construct 2 [[mortar]]s ([[steel]], [[component]]s, and both [[high-explosive shell]]s and [[incendiary shell]]s). They also get some [[cloth]] to create [[sandbags]] as cover, and [[packaged survival meal]]s. Two random raiders will begin constructing the mortars (one each), and a few more will throw the sandbags down while the rest stand guard.&lt;br /&gt;
&lt;br /&gt;
You can engage them before they finish building up if timing is favorable to you. They will always attempt to construct only two mortars regardless of the number of raiders. The layout of the mortar base is somewhat random - they might decide to place a mortar where some trees need cutting first, slowing the process considerably, and the sandbags are rarely well placed. The siegers rarely use their best constructors when building (it's random), so sometimes fail the [[construction]] process and waste that mortar's resources.  As they will not get additional components, this will make any bombardment half as damaging.&lt;br /&gt;
[[File:Passive siegers.png|200px|thumb|left|Siegers not engaging friendlies while traveling to set up base.]]&lt;br /&gt;
Once a mortar is ready, they will start to bombard you, guarded by those not busy manning the mortars or still building the second one. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells, as needed. When they run low on [[mortar shell]]s they will receive random resupplies of high explosive or incendiary shells only. After causing enough destruction, they will proceed as a normal raid to converge on your colony. Valid targets appear to be colonists and buildings but not player owned animals. &lt;br /&gt;
&lt;br /&gt;
The siege team will not engage friendlies while heading towards their future base until they actually start constructing or you assault them first.&lt;br /&gt;
&lt;br /&gt;
A siege will begin their direct assault of the player colony under a few conditions. The siege will begin their assault after a random amount of time between 1.5 and 3 days has past. Every time a sieger takes damage there's an 8% chance the siege assaults directly.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple group attacks ===&lt;br /&gt;
Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord.&lt;br /&gt;
&lt;br /&gt;
=== Drop pod scatter ===&lt;br /&gt;
Enemies capable of drop pods have a chance of launching a raiding party onto the map via said pods at random points scattered around the map. Due to the fact they can drop through roofs, this type of attack can be incredibly devastating, as they can bypass all of your external defenses and immediately start setting fires, attacking colonists, and destroying furniture. The layout of your base and the room they choose to drop in can also make it very difficult to set up a sufficient defense, as they may drop into an extremely unfortunate location, such as a cramped storage room with lots of things to burn and destroy, and no good way to attack them beyond filing all of your fighting colonists into the room and hoping for the best or attempting to shoot through the door. While the raiders themselves will most likely be easy enough to kill, it is likely they will have ample opportunity to cause tons of damage before they can be stopped. Setting up ample fire defenses and having a defense plan for all potential drop points can help limit the amount of damage they can cause, although it’s almost guaranteed they will be able to cause at least some damage if they drop directly into a room.&lt;br /&gt;
&lt;br /&gt;
===Emerge from water===&lt;br /&gt;
{{Stub|section=1|reason=Added in 1.5}}&lt;br /&gt;
Mechanoids can emerge from bodies of water (shallow ocean water, shallow moving water, chest-deep moving water) to attack your colony.&lt;br /&gt;
&lt;br /&gt;
=== Weapon-specific raids ===&lt;br /&gt;
Human raiders have the ability to send raiders with a specific kind of weapon only.&lt;br /&gt;
&lt;br /&gt;
==== Melee rush ====&lt;br /&gt;
Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields.&lt;br /&gt;
&lt;br /&gt;
Mechanoids have their own rendition of the melee rush with [[scyther]]s only.&lt;br /&gt;
&lt;br /&gt;
==== Sniper party ====&lt;br /&gt;
Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.&lt;br /&gt;
&lt;br /&gt;
==== Explosives assault ====&lt;br /&gt;
Pirates or outlanders have the chance to send a party consisting of either grenadiers or heavy mercenaries. While this makes them extremely destructive, it also makes them particularly prone to friendly fire.&lt;br /&gt;
&lt;br /&gt;
== Raid strength ==&lt;br /&gt;
{{Main|Raid points}}&lt;br /&gt;
A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.&lt;br /&gt;
&lt;br /&gt;
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.&lt;br /&gt;
&lt;br /&gt;
For a full technical breakdown; see [[Raid points]]&lt;br /&gt;
&amp;lt;!-- Formatting and style could likely benefit from this old version, so it is not being deleted as of yet &lt;br /&gt;
The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557.&lt;br /&gt;
&lt;br /&gt;
=== Points ===&lt;br /&gt;
Your first raid will always be 35 points, regardless of the above conditions. Additionally, the first raider won't randomly die upon being downed, and they will never flee.&lt;br /&gt;
&lt;br /&gt;
The base formula for raid points could be expressed as follows:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|P {{=}} (( C &amp;amp;times; 42 ) + ( iW &amp;amp;divide; 100 ) + ( bW &amp;amp;divide; 200 )) &amp;amp;times; ( sR &amp;amp;times; lR ) &amp;amp;times; D &amp;amp;times; T &amp;amp;times; R}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Variable !! Meaning !! Value&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|  number of colonists that your base has ||   Colonists are always worth 42 points, regardless of their condition&lt;br /&gt;
|-&lt;br /&gt;
! iW &lt;br /&gt;
| base's item wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! bW&lt;br /&gt;
| base's building wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! sR&lt;br /&gt;
| short-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! lR&lt;br /&gt;
| long-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! D&lt;br /&gt;
| difficulty's threat scale factor (i.e. points multiplier) || 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.&lt;br /&gt;
|-&lt;br /&gt;
! T &lt;br /&gt;
| the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced || 0.5 for 1 big threat; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second-ever big threat, and so on.&lt;br /&gt;
|-&lt;br /&gt;
! R &lt;br /&gt;
| the strategy that the raiders are using || 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ramp-up factors====&lt;br /&gt;
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved:&lt;br /&gt;
&lt;br /&gt;
'''sR''' is always 1 until 21 days in; in which case 0.000514403335 is added to it every {{ticks|5000}} - or 1 every 162 days.&lt;br /&gt;
&lt;br /&gt;
'''lR''' is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.&lt;br /&gt;
&lt;br /&gt;
If a colonist gets downed or killed, 1 is subtracted from both '''sR''' and '''lR''' - but these aren't the new values; only part of the new values. '''sR''' and '''lR''' then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Colonists&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16+&lt;br /&gt;
|- &lt;br /&gt;
! sR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.3&lt;br /&gt;
| 0.35&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.45&lt;br /&gt;
| 0.5&lt;br /&gt;
| 0.55&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.65&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
|- newline&lt;br /&gt;
! lR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
| 0.85&lt;br /&gt;
| 0.9&lt;br /&gt;
| 0.91&lt;br /&gt;
| 0.92&lt;br /&gt;
| 0.93&lt;br /&gt;
| 0.94&lt;br /&gt;
| 0.95&lt;br /&gt;
| 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After '''sR''' and '''lR''' have been multiplied by whatever corresponding values, new '''sR''' and new '''lR''' both equal 1 + old correspondents.&lt;br /&gt;
&lt;br /&gt;
After the base amount of points have been calculated, the game then factors in diminishing returns as follows, using nested 'if' statements, in pseudo-code form:&lt;br /&gt;
&lt;br /&gt;
    IF P &amp;gt; 1000 THEN&lt;br /&gt;
        IF P &amp;gt; 2000 THEN&lt;br /&gt;
            P = 2000 + (P - 2000) * 0.5&lt;br /&gt;
        P = 1000 + (P - 1000) * 0.5&lt;br /&gt;
&lt;br /&gt;
In layman's terms: if P is above 1000, then P is the average of itself and 1,000. However, if P is above 2,000, then P will first be the average of itself and 2,000, before averaging with 1,000.&lt;br /&gt;
&lt;br /&gt;
Finally, with [[Randy Random]], a raid's points gets multiplied by anywhere from 0.5x to 1.5x, meaning that you could face more or less powerful raids than usual with this storyteller.&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
So now lets plug in some real-world numbers: your colony has 4 people, it's been 17 days, and this is the colony's third raid. Your item wealth is 11,000, your building wealth is 4,000, and you're playing on rough difficulty. The raiders are attacking immediately.&lt;br /&gt;
&lt;br /&gt;
The values in the formula will be as follows:&lt;br /&gt;
&lt;br /&gt;
'''C''' = 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''iW''' = 11000&amp;lt;br&amp;gt;&lt;br /&gt;
'''bW''' = 4000&amp;lt;br&amp;gt;&lt;br /&gt;
'''sR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''lR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''D''' = 0.65&amp;lt;br&amp;gt;&lt;br /&gt;
'''T''' = 0.7&amp;lt;br&amp;gt;&lt;br /&gt;
'''R''' = 0.9&lt;br /&gt;
&lt;br /&gt;
Plugging these values into the formula:&lt;br /&gt;
&lt;br /&gt;
'''P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 298 * 0.4095''' thus&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122.031''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122'''&lt;br /&gt;
&lt;br /&gt;
Therefore, the raid will be 122 points.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Defense strategies ==&lt;br /&gt;
{{Move|reason=Move non-raid strategy sections to their respective pages. e.g. scyther recommendations to [[scyther]]  tribal recommendations to [[Tribes]].|destination= Scyther{{!}}Scyther etc.}}&lt;br /&gt;
''For a more comprehensive list of strategies, see [[Defense tactics]].'' &amp;lt;br&amp;gt;&lt;br /&gt;
''For constructed defenses to hold against raiders, see [[Defense structures]].''&lt;br /&gt;
&lt;br /&gt;
It is recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance, as raiders tend to set fire to them, potentially causing huge damage. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.&lt;br /&gt;
&lt;br /&gt;
=== Raider preparation ===&lt;br /&gt;
Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left.&lt;br /&gt;
&lt;br /&gt;
=== Siege defense ===&lt;br /&gt;
When faced with a siege, there are a few coping strategies you can use.&lt;br /&gt;
&lt;br /&gt;
You can choose to either assault the mortar base or wait it out and repair the damage as best as you can. The choice mainly depends on the surroundings of the mortar base and your base's position. If your base is located under a mountain (your base tiles will read ''Overhead Mountain'' when you hover your cursor over them), the mortar shells won't be able to hit those tiles at all! This makes deep mining a very effective strategy against heavy bombardment. If you don't build your base into a mountain, you should at least consider digging out at least one panic room for your colonists to hide within from the shells.&lt;br /&gt;
&lt;br /&gt;
If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid assaults ===&lt;br /&gt;
Mechanoids have much differing stats and weapons, meaning different tactics may be used.&lt;br /&gt;
&lt;br /&gt;
In most raids where they come/ drop in at the edges, the scythers will outrun the centipedes by a great margin, giving plenty of time to deal with them before the centipedes.&lt;br /&gt;
&lt;br /&gt;
==== Lancers ====&lt;br /&gt;
Lancers are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as [[assault rifle]]s or [[bolt-action rifle]]s are vital.&lt;br /&gt;
&lt;br /&gt;
Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Scyther ====&lt;br /&gt;
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.&lt;br /&gt;
&lt;br /&gt;
Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies. A thrumbo could beat up one easily, they are strong enough that even a calf could kill one in a 1v1.&lt;br /&gt;
&lt;br /&gt;
==== Pikemen ====&lt;br /&gt;
Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal.&lt;br /&gt;
&lt;br /&gt;
Due to the pikemen's weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Centipedes ====&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[minigun]] and [[heavy charge blaster]] can annihilate groups of colonists, while the [[inferno cannon]] sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed.&lt;br /&gt;
&lt;br /&gt;
The inferno cannon is not as directly destructive towards your colonists, but is dangerous due to the [[fire]] it spreads - destroying defenses and bases, causing burning pawns to run out of cover, and preventing movement. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.&lt;br /&gt;
&lt;br /&gt;
Centipedes engaged in melee cannot employ their heavy weapons. Their melee is hard hitting and effective against armor, but very slow, making it easy to overwhelm them with multiple melee attackers. One of the fastest ways to eliminate one is by employing upgraded [[ghoul]]s{{AnomalyIcon}} or [[melee specialist]]s{{IdeologyIcon}} with [[monosword]]s{{RoyaltyIcon}} and [[zeushammer]]s,{{RoyaltyIcon}} but even Core-only melee pawns with [[uranium]] [[mace]]s and decent armor will be effective.&lt;br /&gt;
&lt;br /&gt;
=== Tribal raids ===&lt;br /&gt;
Tribal raiders come in large numbers, but with relatively poor equipment; as such, it may require different strategy compared to pirate or outlander raids.&lt;br /&gt;
&lt;br /&gt;
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. &amp;lt;br&amp;gt;&lt;br /&gt;
However, as tribalwear does not provide protection and they do not wear any form of regular armor, they are easier to kill individually than other raiders.&lt;br /&gt;
&lt;br /&gt;
Crowd control is an important aspect in defeating tribal raids. The [[minigun]] or [[LMG]] is an effective weapon to use as it can easily mow down groups of raiders.&lt;br /&gt;
&lt;br /&gt;
Explosive weapons are also useful in crowd control.&lt;br /&gt;
&lt;br /&gt;
Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit. &amp;lt;br&amp;gt;&lt;br /&gt;
Grenades can hit archers hiding behind cover, though you have to risk a colonist or two in order to even get close enough to throw them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their archers are dangerous; their bows can be fired from a somewhat long distance, their pila can easily kill or incapacitate a colonist, and they always come in a large volley. As with most defensive strategies, cover is essential when fighting them.&lt;br /&gt;
&lt;br /&gt;
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Sniper squad and mercenary squad added.&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Raiders come from specific factions and don’t always drop from orbit. Tribal raiders now spawn and attack.&lt;br /&gt;
* [[Version/0.5.492|0.5.492]] -  Sieges added.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Sappers added. Raiders now opportunistically ignite crops on fire. &lt;br /&gt;
** A11B - Siegers can never use melee weapons. Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Sappers now avoid mining through high-health ores and barriers.  Siegers will never be sent with only melee weapons ... again?&lt;br /&gt;
* Beta 19/ 1.0 - Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Reduce prevalence of breach raids at high points levels.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Adjusted human factions' raid strategy selection weights for slightly more variation. Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Fix: Breach raids not spawning.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Hostile pawns try to path to destroyed structures.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Mechanoids can now emerge from bodies of water to attack your colony.&lt;br /&gt;
&lt;br /&gt;
{{nav|factions|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbital_mech_cluster_targeter&amp;diff=175378</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=175378"/>
		<updated>2026-02-15T20:22:45Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Verified that mech cluster targeters can absolutely spawn in regular ADs with only Core and Royalty active. Screenshot proof in Discord.&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;
== 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>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Patchleather&amp;diff=175368</id>
		<title>Patchleather</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Patchleather&amp;diff=175368"/>
		<updated>2026-02-15T17:52:30Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Spelling, capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|leathery&lt;br /&gt;
| name = Patchleather&lt;br /&gt;
| image = Patchleather b.png&lt;br /&gt;
| description = A weak textile created by cutting up and sewing together various types of leathers. Regardless of what kind of leather is used to create it, patchleather's irregular seams make it less tough and less insulating than any intact leather.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Textile&lt;br /&gt;
| type2 = Leather&lt;br /&gt;
| stuff category = Leathery&lt;br /&gt;
| hp = 60&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| marketvalue = 1.5&lt;br /&gt;
| beauty = -30&lt;br /&gt;
| mass = 0.03&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| max hit points factor = 1&lt;br /&gt;
| flammability factor = 1&lt;br /&gt;
| armor - sharp factor = 0.45&lt;br /&gt;
| armor - blunt factor = 0.19&lt;br /&gt;
| armor - heat factor = 0.9&lt;br /&gt;
| insulation - cold factor = 9&lt;br /&gt;
| insulation - heat factor = 9&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| work to make = 900&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| stuff tags = Leathery&lt;br /&gt;
| product amount = 50&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.2.2753&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (90,75,60)&lt;br /&gt;
| commonality = 0.0025&lt;br /&gt;
| default color = (90,75,60)&lt;br /&gt;
| label = patchleather&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Patchleather''' is a type of [[leather]] produced when a [[Skills#Crafting|tailor]] combines different types of leather at a [[electric tailor bench|tailor bench]]. Useful for combining unusably small amounts of different leathers into a single type to get a large enough quantity for use.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unlike other leathers, patchleather is not procured by butchering animals, but rather by combining other leathers together at a [[electric tailor bench|tailor bench]]. 50 units of any other types of leather, except [[human leather]],{{Check Tag|Dreadleather?|Dreadleather has similar penalties - does it prevent its use? Even if no, specify that it is allowed}} will output 50 units of patchleather.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{PAGENAME}} can be used as a material for [[stuff]]able items with the [[Leathery]] stuff tag.&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Patchleather has the worst stats of any leather in the game in both protection and insulation. The only [[textiles]] it is superior to in protection are [[cloth]] and the [[wools]], and even then, just barely. Meanwhile, patchleather is significantly inferior to both cloth and wools in terms of temperature insulation. It has the lowest insulation, market value and beauty of any textile, and tied for the 2nd lowest item hitpoints.&lt;br /&gt;
&lt;br /&gt;
The main advantage of patchleather is that it's easy to produce in bulk. Small quantities of different leathers are insufficient to make anything on their own. Converting them to patchleather will turn said unusable resource into a usable one. Keep in mind, however, that it may be more profitable to sell the other leathers directly, rather than create objects out of patchleather.&lt;br /&gt;
&lt;br /&gt;
Generally, it should only be when there is no alternative, where its stats have little effect on the utility of the resulting item or maintain lower [[wealth]] for min-maxing runs.&lt;br /&gt;
few useful uses are: &lt;br /&gt;
* Clothing production [[quests]] where material and value don't matter, only quality.&lt;br /&gt;
* [[Armchair]]s/[[couch]]s in rooms where [[beauty]] isn't important for the [[room stats|room's quality]].&lt;br /&gt;
* Prisoners and Slaves clothing for lower defense and wealth values in case of prison breaks and slave rebellion.&lt;br /&gt;
* [[Heavy bandolier]] the [[Ranged Cooldown Multiplier]] passive is not affect material while it's cheaper&lt;br /&gt;
* [[Bedroll]]s for caravans [[Rest]] and [[Comfort]] will remain the same while it's cheaper&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Patchleather a.png|One patchleather&lt;br /&gt;
Patchleather b.png|Stack of patchleathers&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Quests|Trade requests]] will no longer request patchleather.&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Textile]] [[Category:Leather]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=174919</id>
		<title>Toxic wastepack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=174919"/>
		<updated>2026-02-10T03:54:10Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Dug into the mechanic a bit further with some assistance from a dev.&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). {{Check Tag|Odyssey|What about leaving the wastepacks behind when leaving in the gravship?}}&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>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=174590</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=174590"/>
		<updated>2026-02-01T21:42:18Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: General cleanup, reduction of the use of the term pawn, and spelling fixes.&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;
A standard subcore requires {{Icon Small|Steel}} 50 [[Steel]] and {{Icon Small|Component}} 4 [[Component|Components]] to produce. Any [[human]] 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.&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>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pollution&amp;diff=174587</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pollution&amp;diff=174587"/>
		<updated>2026-02-01T17:06:59Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Rephrasing intro.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers specifically to map pollution caused by the spread of ''toxic'' pollution, which generally results from the use of [[toxifier generator]]s or the decay of [[toxic wastepack]]s, which are generally produced via the recharging of [[allied mechanoid|friendly mechanoid]]s. Using [[wood-fired generator]]s or [[chemfuel generator]]s does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
== Creation and spread ==&lt;br /&gt;
==== Within colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Hexes on the world map can be polluted on world generation or by player action.&lt;br /&gt;
&lt;br /&gt;
Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in  splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement('''relationship penalty'''='''Number of wastepacks''' * '''distance coefficient'''|The distance coefficient represents the impact of the distance from the waste pod drop location to the faction position on the relationship penalty. The coefficients are as follows: 100% for 0 tiles, 50% for 1 tile, 20% for 2-4 tiles, 10% for 5-7 tiles, and 6.67% for 8-16 tiles ). Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you(Probability = '''relationship penalty'''%).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects, missing plants that can occur}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely: &lt;br /&gt;
* [[Toxipotato plant]]s;&lt;br /&gt;
* [[Devilstrand]];&lt;br /&gt;
* [[Psychoid plant]]s; and&lt;br /&gt;
* [[Gray pine tree]]s&lt;br /&gt;
&lt;br /&gt;
Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] while standing or walking on these tiles at a rate of 40% severity per day.&lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Total antitoxic lungs]], [[Tox immunity]] or [[Breathless]]{{OdysseyIcon}} genes, having any installed [[Detoxifier lung|Detoxifier]] or [[Fleshmass lung]]s or having 100% [[Toxic Environment Resistance]] / [[Toxic Resistance]] renders immunity to the acidic smog moodlet. [[Partial antitoxic lungs]] / [[Tox resistance]] genes do not resist the acidic smog moodlet.&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Pollution stimulus (gene)|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of them.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Pollution stimulus (gene)|Pollution stimulus]] gene are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
== Pollution mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution via the Zoning tab. This exposes them to toxic buildup.&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestige robe]] ({{+|20}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
&lt;br /&gt;
Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Several issues with pollution clearing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=174585</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=174585"/>
		<updated>2026-02-01T17:03:10Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Removing check tag, adding kibble to list of non-infectable foods.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason=General - Page needs overhaul, needs cleanup and redistribution of info into correct sections. Also missing important content e.g. detection mechanics}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Metalhorror&lt;br /&gt;
| image = Metalhorror.png&lt;br /&gt;
| description = A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;br/&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;br/&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 110&lt;br /&gt;
| anomaly knowledge = 4&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorsharp = 50&lt;br /&gt;
| armorblunt = 50&lt;br /&gt;
| armorheat = 0&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 5.5&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 250&lt;br /&gt;
| trainable = None&lt;br /&gt;
| juvenileage = 0.016667&lt;br /&gt;
| maturityage = 0.05&lt;br /&gt;
| psychic sensitivity = 1.5&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| meatyield = 0&lt;br /&gt;
| destroyyield = {{Icon Small|Bioferrite}} 10 - 20 + {{Icon Small|Shard}} 0 - 1&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 20&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left blade&lt;br /&gt;
| attack2dmg = 20&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = left blade&lt;br /&gt;
| attack3dmg = 20&lt;br /&gt;
| attack3type = Cut&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = right blade&lt;br /&gt;
| attack4dmg = 20&lt;br /&gt;
| attack4type = Stab&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = right blade&lt;br /&gt;
| attack5dmg = 9&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Metalhorror&lt;br /&gt;
| label = metalhorror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Metalhorror''' is an [[entity]] that can threaten your colony. It will infect your colonists one by one and burst out of them when it is ready to attack. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
A metalhorror infection generally begins as a hidden illness suffered by a single pawn, which is initiated by a storyteller event that targets a pawn with a valid infection pathway. [[Creepjoiner]]s often come with drawbacks - one of which can be a metalhorror infection. Pre-infected pawns may arrive as [[guest]]s or [[raiders]].&lt;br /&gt;
&lt;br /&gt;
During the [[monolith]] awakening, several mature metalhorrors will be spawned to defend each [[void structure]]. Additionally, once all void structures are defeated, a final group of metalhorrors will spawn around the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
=== Infection === &lt;br /&gt;
{{Stub|section =1 |reason=Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics. detection process - gray flesh, does the number to detect scale with researcher stats, what is the cooldown between gray flesh drops, more specific values for randomness on interrogation and undetected emerges, etc. Social interactions have a small chance to detect a MH infection - questions to be answered: Chance? Reports of 0.1% but verify. Which interactions can trigger?  Is it always honest (no false +ves, do two infected force a false -ve)?, Reports of animal interactions triggering it?&lt;br /&gt;
&lt;br /&gt;
do interrogator stats affect detection rate, do they affect safe detections vs release triggering detections?&lt;br /&gt;
&lt;br /&gt;
A non-colony, infected pawn of the map (e.g. released prisoner), triggers metalhorror release. transport pods excluded.  your own colonists excluded.}}&lt;br /&gt;
&lt;br /&gt;
Metalhorrors are entities that infect humans through their hosts, creating more of themselves as they do. It is possible to test or interrogate pawns in order to find out who is hosting a metalhorror. Upon detection through surgical inspection, and a random chance from being detected by interrogation (an option in the prisoner tab) or going undetected for too long, all metalhorrors will emerge out of their hosts and inflicting [[Damage_Types#Cut|cuts]]. The death of any host will also cause them to emerge, even if they have not been detected first. When emerging, metalhorrors will deal enough damage to down most hosts:&lt;br /&gt;
* They will never leave scars or kill their host when emerging.&lt;br /&gt;
* Ghouls and painless pawns can still be downed through damage to their legs. If they are not downed, they will have received enough damage to nearly kill them.&lt;br /&gt;
* Unconscious and incapacitated pawns will still receive damage albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors can spread between colonists in various ways.&lt;br /&gt;
&lt;br /&gt;
The initial infection is activated by a miscellaneous storyteller event that chooses a random pawn under the player's control on the map (colonists, slaves, and prisoners) with a valid infection pathway:&lt;br /&gt;
* Implantation before arrival. This applies to any pawn upon first spawning, except for the initial colonists, babies, and duplicates from the [[corrupted obelisk]]. Additionally, use of a [[resurrector mech serum]] or a charge of [[death refusal]] will apply the pre-arrival infection pathway again, except to the aforementioned pawns. This will be listed as &amp;quot;implanter insectoid&amp;quot; for creepjoiners despite insectoids not being a valid infection pathway.&lt;br /&gt;
* During [[revenant]] hypnosis.&lt;br /&gt;
* The melee attack of a [[shambler]], [[fleshbeast]], [[noctol]], or [[sightstealer]].&lt;br /&gt;
&lt;br /&gt;
Metalhorror implantation events do not cause any letter to appear, however gray flesh appearing does.&lt;br /&gt;
&lt;br /&gt;
Note that an infection pathway is not by any means guaranteed to become a full-fledged metalhorror infection. Pawns with infection pathways are not considered metalhorror hosts and will not spread the infection or generate gray flesh until and unless the metalhorror event triggers on them. An infection pathway expires after 30 days, and a pawn can have up to 100 infection pathways at a time before old ones are deleted to make room for new ones. Metalhorror emergence does not remove infection pathways. If a metalhorror event triggers when no suitable target pawn possesses a valid infection pathway, the game will spawn a creepjoiner with a hidden metalhorror infection.  It's highly recommended for players to quarantine new creepjoiners until they have been cleared for hidden infections. This is especially true if the creepjoiner spawned immediately after conducting a void provocation ritual.  &lt;br /&gt;
&lt;br /&gt;
Once a metalhorror infection is active, its host can secretly spread it to other pawns. Pawns infected this way gain the metalhorror infection immediately, rather than using the infection pathway system, and as such can start infecting other pawns from the moment they're infected. The following activities, when performed by an infectee, can spread a metalhorror infection:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Infection event !! Details !! Infection chance per event&lt;br /&gt;
|-&lt;br /&gt;
! Sharing a bed&lt;br /&gt;
| &lt;br /&gt;
* An infected pawn sharing any two-person bed or sleeping spot spreads the infection to any bedmates. &lt;br /&gt;
* The pawns do not need to be in a relationship or participate in [[lovin]]' for the implantation to occur. &lt;br /&gt;
* Pawns sharing the same barracks but not the same two-person beds or sleeping spots will '''not''' spread the infection.&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Performing surgery  &lt;br /&gt;
| &lt;br /&gt;
* Any medical bill performed on a pawn by an infected pawn can spread the infection.&lt;br /&gt;
** This includes minor operations that might not be obvious as vectors, such as anesthetization, administration of drugs, [[xenogerm]] implantation,{{BiotechIcon}} and [[Hemogen pack|blood transfusions]].{{BiotechIcon}} &lt;br /&gt;
* Tending '''does not''' spread metalhorror infections.&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
! Cooking a meal&lt;br /&gt;
| &lt;br /&gt;
* Each meal cooked by an infected pawn has a chance to infect a pawn that eats it.&lt;br /&gt;
** This chance is rolled upon consumption, not upon creation of the meal.&lt;br /&gt;
** Unlike food poisoning, there is no averaging of infection rates when a tainted meal is added to a meal stack - the number of tainted meals in the stack is kept constant, and pawns will prioritize consuming tainted meals.&lt;br /&gt;
** Pemmican, baby food, and kibble cannot be infected.&lt;br /&gt;
* '''After the infection is revealed, it is possible to have your colony reinfected by tainted meals.'''Even after the event has ended, the meals will retain their Metal Horror infectious properties and will not be neutralized. Unless you can guarantee that the cooks are not infected, you will need to discard all of the meals.{{Check Tag|Detail needed|Do you need to do the flesh research again or is it considered the same?}}&lt;br /&gt;
| 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[Unnatural healing]]&lt;br /&gt;
| &lt;br /&gt;
* Use of the ability by an infected pawn on an uninfected pawn spreads the infection.&lt;br /&gt;
| 100%&lt;br /&gt;
|- &lt;br /&gt;
! Feeding patients&lt;br /&gt;
| &lt;br /&gt;
* An infected pawn feeding anything to a patient can infect the patient. This includes [[hemogen pack]]s{{BiotechIcon}} being fed to [[Hemogen|hemogenic]]{{BiotechIcon}} prisoners and patients.&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Detailed Information to be cleaned up ===&lt;br /&gt;
{{Rewrite|section=1|reason=Move this info into the correct  sections of this page}}&lt;br /&gt;
There are two separate metalhorror incidents. Both fire as Minor Threats.&lt;br /&gt;
&lt;br /&gt;
Metalhorror implantation fires on a random colonist that meets specific criteria such as recently joined colony or damaged by [[entities]]. &lt;br /&gt;
* Requires monolith level 1. &lt;br /&gt;
* Can trigger on day 30 at the earliest. &lt;br /&gt;
* 45 day cooldown&lt;br /&gt;
* Requires a colonist count of 4 and 300 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiner infected with Metalhorrors:&lt;br /&gt;
* Requires monolith level 2. &lt;br /&gt;
* Can trigger on day 10 at the earliest.&lt;br /&gt;
* 60 day cooldown. &lt;br /&gt;
* No raid point nor a Colonist count requirement.&lt;br /&gt;
&lt;br /&gt;
The first gray flesh appears 1.5 to 2.5 days after infection. When a gray flesh is to be dropped, there is an additional 1 to 12 hour delay. One gray flesh can drop every 3 to 10 days.&lt;br /&gt;
&lt;br /&gt;
If half of your colonists are infected, the chance for metalhorrors to emerge will approach 100% after a few hours.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Contrary to other non-human entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.{{Check Tag|Counts time inside?|When does this growth start? From exiting the pawn or from infection?}}&lt;br /&gt;
&lt;br /&gt;
Metalhorrors do not leave behind [[corpse]]s when killed, instead breaking down into a pile of {{Icon Small|Bioferrite||10-20}} [[bioferrite]], and occasionally {{Icon Small|shard||1}} [[shard]].{{Check Tag|Chance?}}&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The metalhorror yields 2.0 to 4.4 [[bioferrite]] and 160W to 220W per day.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When attacked, metalhorrors only receive 25% of damage.{{Check Tag|Stat?|Incoming Damage Multiplier?}} They can be stunned by EMP, but never adapt to it. They also have 200% [[flammability]].&lt;br /&gt;
&lt;br /&gt;
A metalhorror's attacks are identical to those of a [[scyther]]. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. While they technically have a blunt Head attack, they will never use it unless their arms are destroyed. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.{{Check Tag|Maturity?|How do larval and juvenile metalhorrors compare to mature ones?}} Larval and juvenile metalhorrors deal less damage.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors' legs have a total of 36% chance to be targeted by damage, almost twice that of human legs, while having only 60% as much health. This makes them more likely to have both legs destroyed in combat.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors have a [[psychic sensitivity]] of 150%, making certain [[psycast]]s{{RoyaltyIcon}} more effective on them.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Metalhorrors are easy to fight if you have EMP weapons. Because they don't adapt to EMP, they can be stunned indefinitely&lt;br /&gt;
&lt;br /&gt;
=== Metalhorror infection ===&lt;br /&gt;
Once gray flesh is discovered, it is important to consider the pawns most likely to spread infections - Cooks, Doctors, and Wardens. &lt;br /&gt;
* Tracing infections from an infected cook is nigh-impossible. Consider switching the entire colony to eating [[Nutrient paste meal|nutrient paste]] which will prevent meals from being an infection vector until the metalhorrors have been rooted out. &lt;br /&gt;
* Doctors only spread infections while operating or feeding patients, which allows some estimation as to who an infection might have been passed to. Do not schedule surgeries while a metalhorror infection is confirmed unless absolutely necessary. Pawns that have been downed and fed by doctors are susceptible to infection.&lt;br /&gt;
* Permanently downed prisoners (e.g those with legs removed), and recently acquired prisoners recovering from being downed in combat, are highly likely to be infected by an infected warden. Thankfully prisoners can be interrogated and their infections uncovered- even by infected wardens.&lt;br /&gt;
* Once a pawn has been confirmed as having an infection, if they share a bed or sleeping spot with another pawn, that other pawn will be infected.&lt;br /&gt;
&lt;br /&gt;
==== Detection ====&lt;br /&gt;
After discovering gray flesh, colonists can occasionally notice &amp;quot;some combination of unusual behavior&amp;quot; in another colonist while chatting. The name of the infected colonist (as well as the suspicious one) will be revealed in a letter. This can give the player some hints about who is infected, and how the infection may be spreading throughout the colony. However, confirming metalhorror infection still requires a surgical inspection after gray flesh has been sufficiently studied.&lt;br /&gt;
&lt;br /&gt;
[[Paramedic]]s{{BiotechIcon}} can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.&lt;br /&gt;
&lt;br /&gt;
If you don't have a paramedic, the following procedure can be done after studying 2 pieces of gray flesh:&lt;br /&gt;
&lt;br /&gt;
# Have 2 doctors&lt;br /&gt;
# The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2&lt;br /&gt;
# If they find an infection, doctor 1 is clear.&lt;br /&gt;
# If they do not, have doctor 2 check the patient&lt;br /&gt;
# if they find an infection, doctor 1 is infected&lt;br /&gt;
# If they do not, have doctor 1 check again&lt;br /&gt;
# if doctor 1 finds an infection, doctor 2 is infected&lt;br /&gt;
# if doctor 1 does not, then either both doctors are clear or both are infected.&lt;br /&gt;
&lt;br /&gt;
Alternately, the player can systematically order every colonist to repeatedly conduct surgical inspections on a sacrificial pawn such as a prisoner.  Eventually, the sacrificial pawn will be infected with a metalhorror which will be detected with a subsequent examination.&lt;br /&gt;
&lt;br /&gt;
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.&lt;br /&gt;
&lt;br /&gt;
==== Force emergence by bed sharing ====&lt;br /&gt;
Since metalhorrors always emerge when they have infected half of your colony, and infection occurs as soon as two pawns share the same bed, you can trigger metalhorror emergence by letting your pawns share beds.&lt;br /&gt;
&lt;br /&gt;
Some pawns must stay outside to fight the metalhorrors though. Since they may also be infected, each of them should stay in a different room to contain the potential metalhorror. These pawns should have good melee and doctor skills to tend your downed pawns afterward.&lt;br /&gt;
&lt;br /&gt;
The number of participating pawns should be at least half of your colony to guarantee that the threshold is reached. Create a double sleeping spot in a separate room for every 2 participating pawns. Then create anethetize bills for each pawns and assign them to rest on the same spot (the game will say that the spot has been reserved, but just prioritize it anyway). You should assign pawns to sleep with someone who is not their lover or spouse, since lovers should already have infected eachother when they share the same bed before. If the threshold has been reached, metalhorrors should emerge after a few seconds. If not, swap the partners around until they emerge.&lt;br /&gt;
&lt;br /&gt;
You can prepare for the emergence by armoring the pawns who have to stay outside and setting spiketraps in the bedrooms for the metalhorrors to trigger.&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Now as for preventing Metalhorrors from spreading premptively for the event of a infection, you can do the following&lt;br /&gt;
* Set a zone forbidding pawns from accessing prisons, kitchens and hospitals, and set that zone onto any pawn who has less then 30 days in their record, especially creepjoiners, or pawns who were attacked by revenants or any of the entities described in the summary, and keep note of the days in their record and set the zone off once the pathway has expired.&lt;br /&gt;
** Cooks can still butcher and cook pemmican safely and doctors can be left to treat animals if you separate those into different rooms.&lt;br /&gt;
** Slaves do not have a record for time spent as a colonist so stats like time spent under a roof can be used as a rough estimate.&lt;br /&gt;
** Colonists that were in the colony for over a year have their record set as #.# making keep track of them more difficult, the combat log can be used instead albeit those are prone to being wiped. {{Check Tag|When?|When do combat logs expire, if its less then 30 days then this might not be as effective}}&lt;br /&gt;
* If a gray flesh event sets off then you can check any pawns who were assigned that zone.&lt;br /&gt;
* For lovers you can place another bed in their room and assign the suspect to it, preventing the sleeping alone moodlet. a bedroll may be used instead to prevent the room's space stat from being reduced.&lt;br /&gt;
* For combat encounters with entities you should ideally avoid having humans do melee combat, and let mechanoids and animals tank the hits instead.&lt;br /&gt;
&lt;br /&gt;
Imprisoning suspects such as creepjoiners runs the risk of [[prison break]]s and thus the possibility of outright losing them due to casualities or escaping so assigning a &amp;quot;Quarantine&amp;quot; zone to them until their drawback is identified can be a better alternative.&lt;br /&gt;
&lt;br /&gt;
=== Mature metalhorror ===&lt;br /&gt;
You will fight groups of mature metalhorrors during the [[monolith]] awakening, they can do serious damage to your colony, but do not cause metalhorror infection.&lt;br /&gt;
&lt;br /&gt;
Fighting metalhorrors is much like fighting [[scyther]]s, due to their identical melee attacks and fighter role in combat. The same tactics that apply to scythers largely also apply to them, as they also vulnerable to EMP and can similarly be lured into [[spike trap]]s. However, Metalhorrors are much faster and more resistant to damage than scythers.&lt;br /&gt;
&lt;br /&gt;
One disadvantage they have compared to scythers is that Metalhorrors are highly flammable. They can be ignited very easily and will disengage from combat while on fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple a pack of metalhorrors.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Due to the high containment requirements of metalhorrors and their sharp attacks, healthy ones are dangerous to maintain. However, legless metalhorrors can be captured with no risk of escape. They yield a decent 2.0 - 4.4 bioferrite/day{{Check Tag|Verify|How is this number derived and then verify the range}} depending on body size. If you find downed metalhorrors with damaged legs, continue to punch them with bare hands until both their legs are shattered, or death. Metalhorrors' high armor makes the first case more likely to happen than other entities.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts === &lt;br /&gt;
{{Recode|section=1|reason=&amp;quot;Metalhorror&amp;quot; body type not supported.}}&lt;br /&gt;
{{Animal Health Table|Metalhorror}}&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;
=== Larva ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Larva east.png|East&lt;br /&gt;
Metalhorror Larva north.png|North&lt;br /&gt;
Metalhorror Larva south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Juvenile ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Juvenile east.png|East&lt;br /&gt;
Metalhorror Juvenile north.png|North&lt;br /&gt;
Metalhorror Juvenile south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mature ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Mature east.png|East&lt;br /&gt;
Metalhorror Mature north.png|North&lt;br /&gt;
Metalhorror Mature south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection Vectors===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metal_Horror_Cooking.PNG|Cooking&lt;br /&gt;
Metal_Horror_Fingerspike_Attack.PNG|Fingerspike Attack&lt;br /&gt;
Metal_Horror_Meal_and_Surgery1.PNG|Feeding Meals and Surgery&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;
* [[Version/1.6.4518|1.6.4518]] - Fix: Added eyes to metalhorrors. Previously a metalhorror's mind core functioned as both its eyes and brain, allowing the &amp;quot;[[Hediffs#Dirt|kick dirt in eyes]]&amp;quot; melee effect when fighting on appropriate terrain to instantly incapacitate them until the effect wore off.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Metalhorror filth not spawning if previous map was abandoned with specific timing.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rooms&amp;diff=174582</id>
		<title>Rooms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rooms&amp;diff=174582"/>
		<updated>2026-02-01T16:54:02Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Rephrasing edited outdoor temperature explanation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This is a hidden reference because I couldn't figure out how to hide it any other way 😭 --&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;ref name=&amp;quot;penalty&amp;quot;&amp;gt;Work speed penalty of 80% if not placed in the room with the correct role.&amp;lt;/ref&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center | {{Gameplay Nav}} |}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
A '''room''' is a space fully enclosed by impassable objects such as [[wall]]s, [[door]]s (open or closed), [[vent]]s, natural rock, or [[cooler]]s. Corners do not need to be filled in order to enclose a room.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
A room that's at least 75% [[roof]]ed is considered [[indoors]]. This distinction affects [[temperature]], [[Deterioration Rate]], [[Work Speed Factor]], and pawns' [[outdoors]] and indoors needs. {{Check Tag|Verify|Does it really affect all these stats, and how specifically?}}&lt;br /&gt;
&lt;br /&gt;
An indoor room will remain an indoor room when its doors are open — even when they're held open permanently. [[Vac barrier]]s also enclose a room despite not being impassable. If a door is destroyed and the room is no longer enclosed, the room will instantly be considered outdoors.&lt;br /&gt;
&lt;br /&gt;
The maximum size of a room is 36 [[#Map regions|map regions]]. The equivalent size in tiles varies based on the position and shape of the room, but as reference:&lt;br /&gt;
* The maximum area possible per room is 5,184 tiles (72x72).&lt;br /&gt;
* An empty 50x50 square room is the largest room that won't have issues with map regions.&lt;br /&gt;
* The more complex the shape of a room, the more likely it is to run into problems with map regions.&lt;br /&gt;
* Above this size, the area in question will be treated as a non-room indoors space.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Indoor rooms can have a different temperature than the outside. Open [[door]]s, open [[vent]]s, or missing roof tiles will increase the rate at which heat is exchanged with the outdoors. For further information, see the [[temperature]] page.&lt;br /&gt;
&lt;br /&gt;
If 25% or more of a room is unroofed, if it is open to the map edge, or is otherwise not fully enclosed (missing a wall), then it is considered outdoors and it will instantly equalize with the outdoor temperature.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
'''Room roles''' are assigned to a room based on the buildings they contain, such as a ''kitchen'' when containing an [[electric stove]] or a [[fueled stove]]. They determine whether a colonist is affected by all, some, or none of the room stats.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
Certain room roles grant [[mood]]lets based on their [[Impressiveness]], which is affected by all four substats. To gain the moodlet, the room must be used by a pawn for the role's associated purpose (i.e., eating at a table for the dining room role or playing billiards for the rec room role). Despite the game displaying only one role, rooms can grant moodlets from multiple roles when used for that role. The moodlets are typically {{Check Tag|When not?}} applied when a colonist ''begins'' said activity in the room, and they last for 24 hours. {{Check Tag |Verify| What about deathresting? It uses a separate thought.}}&lt;br /&gt;
&lt;br /&gt;
Buildings associated with hospitals, laboratories, and kitchens make direct use of the [[Cleanliness]] stat for their [[Work Speed Factor]].&lt;br /&gt;
&lt;br /&gt;
Some room roles cannot have certain buildings inside without inflicting a mood penalty (i.e., [[Titles#Thrones and Bedrooms|throne rooms]] {{RoyaltyIcon}} and temples {{IdeologyIcon}} with [[Production|workstations]]).&lt;br /&gt;
&lt;br /&gt;
Pawns also have separate needs for [[Beauty]] and [[Space]], which every room can fulfill. Unlike the room stats of the same name, these needs are checked within a certain radius from the pawn, as opposed to anywhere in the room. See those pages for further details.&lt;br /&gt;
&lt;br /&gt;
=== Score calculation ===&lt;br /&gt;
For each room, every room role is given a score based on the buildings inside, and the role with the highest score is the one displayed. In the case of a tie, the earlier roles on the following table take priority.&lt;br /&gt;
&lt;br /&gt;
For the purposes of room role scoring, the following are considered non-baby human beds: {{RoomRolesBuildingList|Bed-associated rooms}}.&lt;br /&gt;
&lt;br /&gt;
=== List of roles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Label&lt;br /&gt;
! Mood impact&lt;br /&gt;
! Related stats&lt;br /&gt;
! Score calculation logic&lt;br /&gt;
|-&lt;br /&gt;
| Room&lt;br /&gt;
| None&lt;br /&gt;
| None ||&lt;br /&gt;
* Returns a score of 0.99.&lt;br /&gt;
|-&lt;br /&gt;
| Bedroom &amp;lt;ref name=&amp;quot;owner name&amp;quot;&amp;gt;This role will have its owners' name added to its name.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There are no human beds.&lt;br /&gt;
** There is at least 1 medical human bed or at least 1 prisoner human bed.&lt;br /&gt;
** There is more than 1 non-assigned human bed.&lt;br /&gt;
** There is at least 1 adult assigned and there are other pawns assigned that are not in its love cluster.&amp;lt;ref&amp;gt;A pawn's love cluster is all the other pawns that can be linked to the pawn through a chain of romantic relationships.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** There is at least 1 child assigned and there aren't any adults assigned that are a parent of the child.&lt;br /&gt;
* Returns 100,000 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Prison cell &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Situational RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 non-prisoner humanlike bed.&lt;br /&gt;
** There is more than 1 humanlike bed.&lt;br /&gt;
* Returns 170,000 score for a non-medical prisoner humanlike bed.&lt;br /&gt;
* Returns 100,000 score for a medical prisoner humanlike bed.&lt;br /&gt;
|-&lt;br /&gt;
| Dining room&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 12 score per each one of the following: {{RoomRolesBuildingList|Dining room}}.&lt;br /&gt;
|-&lt;br /&gt;
| Rec room&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 7 score per each one of the following: {{RoomRolesBuildingList|Rec room}}.&lt;br /&gt;
|-&lt;br /&gt;
| Hospital&lt;br /&gt;
| [[Mood#Situation RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]], [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 prisoner humanlike bed.&lt;br /&gt;
** There are no medical humanlike beds.&lt;br /&gt;
* Returns 100,000 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Laboratory&lt;br /&gt;
| No&lt;br /&gt;
| [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 60 score per each one of the following: {{RoomRolesBuildingList|Laboratory}}.&lt;br /&gt;
|-&lt;br /&gt;
| Workshop&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 27 score per each one of the following: {{RoomRolesBuildingList|Workshop}}. The [[crafting spot]] does ''not'' count.&lt;br /&gt;
|-&lt;br /&gt;
| Storeroom&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 1 score per each one of the following: {{RoomRolesBuildingList|Storeroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Barracks &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 prisoner humanlike bed.&lt;br /&gt;
** The room is a valid bedroom.&lt;br /&gt;
* Returns 100,100 score for every non-medical humanlike bed otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Prison barracks &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Situation RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 non-prisoner humanlike bed.&lt;br /&gt;
** There are less than 2 prisoner beds.&lt;br /&gt;
* Returns 100,100 score per non-medical prisoner bed and 50,001 per medical prisoner bed.&lt;br /&gt;
|-&lt;br /&gt;
| Kitchen&lt;br /&gt;
| No&lt;br /&gt;
| [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 28 score per production building that has at least 1 recipe that produces an edible result. The following fulfill the requirement: {{RoomRolesBuildingList|Kitchen}}. The [[brewery]], [[butcher spot]], and [[butcher table]] do ''not'' fulfill the requirement.&lt;br /&gt;
|-&lt;br /&gt;
| Tomb&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 50 score per each one of the following: {{RoomRolesBuildingList|Tomb}}.&lt;br /&gt;
|-&lt;br /&gt;
| Barn&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 7.6 score per non-humanlike bed, which are the following: {{RoomRolesBuildingList|Barn}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Throne room]] {{RoyaltyIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 10,000 score if there is any one of the following: {{RoomRolesBuildingList|Throne room}}.&lt;br /&gt;
* Returns 0 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Temple {{IdeologyIcon}} &amp;lt;ref&amp;gt;This role changes to the ideoligion's set temple name.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns -1 score if the [[Ideology DLC]] is not active.&lt;br /&gt;
* Returns 0 score if there are no altars with the colony's ideology.&lt;br /&gt;
* Returns 75 score per altar with the colony's ideology, with a minimum of 2,000 score. The following are considered altars: {{RoomRolesBuildingList|Temple}}.&lt;br /&gt;
|-&lt;br /&gt;
| Nursery {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 non-medical prisoner bed or at least 1 non-baby bed.&lt;br /&gt;
** There are less than 2 baby beds.&lt;br /&gt;
* Returns 100,200 score per baby bed. The following are considered baby beds: {{RoomRolesBuildingList|Nursery}}.&lt;br /&gt;
|-&lt;br /&gt;
| Playroom {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 humanlike bed in the room.&lt;br /&gt;
* Returns 8 score per each one of the following: {{RoomRolesBuildingList|Playroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Classroom {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 human bed in the room.&lt;br /&gt;
* Returns 8 score per each one of the following: {{RoomRolesBuildingList|Classroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Deathrest chamber {{BiotechIcon}}&lt;br /&gt;
| Yes&lt;br /&gt;
| [[Room stats|Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 100 score per [[deathrest casket]] {{BiotechIcon}} and 50 score per [[deathrest accelerator]] {{BiotechIcon}}, [[glucosoid pump]] {{BiotechIcon}}, [[hemogen amplifier]] {{BiotechIcon}}, [[hemopump]] {{BiotechIcon}}, or [[psychofluid pump]] {{BiotechIcon}}.&lt;br /&gt;
|-&lt;br /&gt;
| Containment cell {{AnomalyIcon}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 100 score per [[holding platform]] {{AnomalyIcon}} or [[holding spot]] {{AnomalyIcon}} and 50 score per [[bioferrite harvester]] {{AnomalyIcon}}, [[electric inhibitor]] {{AnomalyIcon}}, or [[electroharvester]] {{AnomalyIcon}}.&lt;br /&gt;
|-&lt;br /&gt;
| Ceremonial chamber {{AnomalyIcon}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 200 score per each one of the following: {{RoomRolesBuildingList|Ceremonial chamber}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other pieces of [[furniture]] not mentioned, such as [[chair|chairs]], are not considered for score calculation.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[File:quality preview.png|300px|right]]&lt;br /&gt;
'''Room stats''' are values of a room that passively affect both [[thought]]s about the room itself and some events and activities that take place within. These include [[Impressiveness]], which is calculated from four composite stats: [[Wealth]], [[Beauty]], [[Space]], and [[Cleanliness]]. These base stats are automatically calculated from [[buildings]], [[floor]]ing, [[filth]], the room's perimeter, and items within the room.&lt;br /&gt;
&lt;br /&gt;
Room stats can be inspected with the room stats display, which can be toggled with a button in the lower right corner of the screen or a hotkey (''G'' by default). Additional information can also be viewed by holding down the ''Alt'' key.&lt;br /&gt;
&lt;br /&gt;
Room stats affect the following:&lt;br /&gt;
* Medical treatment quality (Cleanliness)&lt;br /&gt;
* Research speed (Cleanliness)&lt;br /&gt;
* [[Food poisoning]] chance in prepared meals (Cleanliness)&lt;br /&gt;
* [[Mood#Room_stats|Mood]] of the people using them (Impressiveness)&lt;br /&gt;
&lt;br /&gt;
The following traits are affected by room stats:&lt;br /&gt;
* [[Greedy]] - Decrease without sufficiently Impressive bedroom.&lt;br /&gt;
* [[Jealous]] - Decrease if anyone has a noticeably better bedroom. {{Check Tag|How much?}}&lt;br /&gt;
* [[Ascetic]] - Decrease if room is too Impressive. Increase if bedroom is dull or worse.&lt;br /&gt;
&lt;br /&gt;
=== Impressiveness ===&lt;br /&gt;
The value for '''Impressiveness''' is based on the four other room stats ('''Wealth''', '''Beauty''', '''Space''', and '''Cleanliness''').&lt;br /&gt;
&lt;br /&gt;
The mood effects from the room depend on the Impressiveness level, and not on the precise value. That value is rounded ''down'' to the nearest whole number, and a label (or &amp;quot;level&amp;quot;) of Impressiveness will be given to the room, according to the table below. This level is used to apply the relevant thought, positive or negative. &lt;br /&gt;
&lt;br /&gt;
The exact mood effects depend on the [[Room#Roles|room role]], with different rooms having different values at each level. For more information, see [[Mood#Room stats|this section of the Mood page]]{{Check Tag|Outdated link}} For bedrooms, dining rooms, and rec rooms, the effects are as follows:{{Check Tag|Verify table|Add values for other room types}}&lt;br /&gt;
&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! Mood impact&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; 20&lt;br /&gt;
| awful&lt;br /&gt;
| {{Bad|-2}} (bedrooms only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 20 and &amp;lt; 30&lt;br /&gt;
| dull&lt;br /&gt;
| ''none''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 30 and &amp;lt; 40&lt;br /&gt;
| mediocre&lt;br /&gt;
| ''none''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40 and &amp;lt; 50&lt;br /&gt;
| decent&lt;br /&gt;
| {{Good|+2}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 65&lt;br /&gt;
| slightly impressive&lt;br /&gt;
| {{Good|+3}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 65 and &amp;lt; 85&lt;br /&gt;
| somewhat impressive&lt;br /&gt;
| {{Good|+4}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 85 and &amp;lt; 120&lt;br /&gt;
| very impressive&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 120 and &amp;lt; 170&lt;br /&gt;
| extremely impressive&lt;br /&gt;
| {{Good|+6}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 170 and &amp;lt; 240&lt;br /&gt;
| unbelievably impressive&lt;br /&gt;
| {{Good|+7}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 240&lt;br /&gt;
| wondrously impressive&lt;br /&gt;
| {{Good|+8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines ====&lt;br /&gt;
&lt;br /&gt;
Since the impressiveness calculation (explained below) is fairly involved, it is not practical to predict impressiveness levels in an actual game. However, the following rules of thumb can be applied:&lt;br /&gt;
&lt;br /&gt;
* '''Keep all four room stats equally in mind.''' There is a heavy weighting towards whichever stat is weakest, which is counted as much as all three other stats combined. For example, having a masterpiece work of art in a large room (high ''wealth'', ''space'' and ''beauty'') is not very effective if the floor is covered in vomit and animal filth (low ''cleanliness''). It is quite difficult to compensate for one low stat by raising the other three.&lt;br /&gt;
&lt;br /&gt;
* '''Making a particularly small room ''impressive'' is difficult.''' Room size is a limiting factor for Impressiveness. If you want to make the room &amp;quot;very impressive&amp;quot;, it should have a space of at least around 25 (which still counts as &amp;quot;rather tight&amp;quot; in the game). E.g. a furnished bedroom with a 5x5 or 4×6 footprint would be fine, and a little smaller could still work, but it would be a challenge to get there with a 4x4 room. Note that any naturally &amp;quot;large&amp;quot; rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all.&lt;br /&gt;
&lt;br /&gt;
* '''Cleanliness matters'''. Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect. This is usually due to ''cleanliness'' changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major [[mood]] changes. Make sure that the room is not too close to a level threshold, and keep it clean.&lt;br /&gt;
&lt;br /&gt;
* '''Do not go overboard'''. There are sharply diminishing returns from increasing any room stat. Increasing any of the stats has dramatically diminishing returns with regards to impressiveness. It is not worth putting a lot of resources into any of the stats beyond a point.*&lt;br /&gt;
:: (* Not unless you care about the stat for other reasons; &amp;quot;room impressiveness&amp;quot; is not the only stat that can affect [[mood]]. Beauty, among others, has its own value.)&lt;br /&gt;
&lt;br /&gt;
==== Formula ====&lt;br /&gt;
The actual formula for calculating impressiveness involves multiple steps, starting with the four room statistics (wealth, beauty, space and cleanliness) and resulting in a single integer value ''impressiveness''.&lt;br /&gt;
&lt;br /&gt;
The calculation is done in several steps:&lt;br /&gt;
# Convert each stat into natural units, so that typical in-game stats end up in a range of comparable single digit values.&lt;br /&gt;
# Curve values beyond (-1, 1) using a natural logarithm.&lt;br /&gt;
# Average the four stats into an impressiveness score, weighted towards the lowest one&lt;br /&gt;
# Soft-cap the result according to the space of the room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-EXImpressivness&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Detailed formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-EXImpressivness&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:10px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
===== Base values =====&lt;br /&gt;
Firstly, all four raw stats are scaled individually by applying a factor, deriving the ''base contribution'' for each stat:&lt;br /&gt;
&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''wealth'' ÷ 1500&lt;br /&gt;
: '''B'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''beauty'' ÷ 3&lt;br /&gt;
: '''S'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''space'' ÷ 125&lt;br /&gt;
: '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 1 + (''cleanliness'' ÷ 2.5)&lt;br /&gt;
&lt;br /&gt;
===== Modified values =====&lt;br /&gt;
These base values are now modified if they lie outside the range (−1, 1), by applying the ''natural logarithm'' as follows: {{Check Tag|Add image|An image would be quite useful because the modified values are actually very visually intuitive despite the formula's complexity}}&lt;br /&gt;
 m =  1 + ln(b)          (if b &amp;gt;= 1)&lt;br /&gt;
 m = [1 + ln(−b)] × −1   (if b &amp;lt;= −1)&lt;br /&gt;
(This is symmetrical for positive and negative values).&lt;br /&gt;
&lt;br /&gt;
===== Impressiveness score =====&lt;br /&gt;
These modified values are then combined to give the ''impressiveness'' score as follows.&lt;br /&gt;
&lt;br /&gt;
Take a weighted sum of the average of the values and the smallest of the values:&lt;br /&gt;
 I = (65 × ('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;) ÷ 4) + (35 × min('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;))&lt;br /&gt;
This means that the smallest of the values contributes 51.25%, just over half, while the other three values each contribute 16.25%, or 48.75% combined.&lt;br /&gt;
&lt;br /&gt;
As a final step we compare this impressiveness value to the ''spaciousness'' of the room:&lt;br /&gt;
 S' = 500 × S&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;&lt;br /&gt;
 If I &amp;gt; S', then&lt;br /&gt;
   I' = 0.25 × I + 0.75 × S'&lt;br /&gt;
 else&lt;br /&gt;
   I' = I (no change)&lt;br /&gt;
&lt;br /&gt;
This means a room's max impressiveness is soft-capped to 500% of their space score. However, this specific step is only relevant for very small, disproportionately luxurious rooms. Even a 60-space room (S = 0.5) will incur no penalty up to 240 impressiveness, enough to clear the highest bracket (&amp;quot;wondrously impressive&amp;quot;), and a 30-space room (S = 0.24) already reaches &amp;quot;extremely impressive&amp;quot; with no penalty.&lt;br /&gt;
&lt;br /&gt;
===== Takeaways =====&lt;br /&gt;
It can be useful to think of impressiveness as a percentage value composed of four categories; a score of 1 in each category corresponds to 100 impressiveness, while values above 1 stop giving &amp;quot;fair&amp;quot; (ie. linear) returns. One unit of each stat is equivalent to each the following:&lt;br /&gt;
* ''Wealth'' of 1,500&lt;br /&gt;
* ''Beauty'' of 3&lt;br /&gt;
* ''Cleanliness'' of 0 (i.e. when using any cleanliness enhancers)&lt;br /&gt;
* ''Space'' of 125&lt;br /&gt;
Above these values, it begins to become more economical to invest attention in other stats. A &amp;quot;standard bedroom&amp;quot; of size 4×6, carpeted and containing bed, dresser, end table, lamp and plant pot will still have plenty of leeway in all categories (except cleanliness, which is at a natural 0 for a cleaned room); in this case, you will usually proceed by putting a sculpture or high quality armchair in the room, increasing beauty and wealth.&lt;br /&gt;
&lt;br /&gt;
Furthermore, observe that the factors (i.e., modified values) for ''wealth'' and ''beauty'' will often be well above 1, but ''cleanliness'' and ''space'' usually lower than 1. Unless the room is &amp;quot;very spacious&amp;quot;, or close to it, the decisive factor will thus be ''space'', then ''cleanliness''. In fact, even a well-cleaned room can never have a value over C = 1 (0 cleanliness; perfectly clean) or C = 1.215 (0.6 cleanliness; sterile), meaning rooms above ~100-120 impressiveness will ''always'' be bottlenecked by their cleanliness score. This makes &amp;quot;very impressive&amp;quot; (85-120 impressiveness) a natural set point for many rooms. &lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
Start with a room with a ''wealth'' of 3000, ''space'' of 25, ''cleanliness'' of 0, beauty of 3.&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''3000'' ÷ 1500 = 2, but this is curved to 1 + ln(2) = '''1.69'''&lt;br /&gt;
: '''B'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''3'' ÷ 3 = 1&lt;br /&gt;
: '''S'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''25'' ÷ 125 = 0.2&lt;br /&gt;
: '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 1 + (''0'' ÷ 2.5) = 1&lt;br /&gt;
&lt;br /&gt;
This makes the average score (1.69 + 1 + 0.2 + 1) ÷ 4) = 0.97 and the lowest score 0.2 (space).&lt;br /&gt;
&lt;br /&gt;
From the above numbers, we can calculate the base Impressiveness&lt;br /&gt;
: I = (65 × 0.97) + (35 × 0.2)&lt;br /&gt;
: I = 63 + 7&lt;br /&gt;
: I = 70 (70.21 unrounded)&lt;br /&gt;
Now, I &amp;lt; 500 × '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; (70 &amp;lt; 100), so there is no space penalty. Therefore, the reported Impressiveness of the room is 70 or &amp;quot;somewhat impressive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If we were to increase the ''wealth'' of the above room by 6000 (4 units), our W&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; would become 6 -&amp;gt; 1 + ln(6) = 2.79 (+1.1 increase). Wealth wasn't the lowest stat, so this would only improve impressiveness by 1.1*16.25% = 17.9%, resulting in a score of 88 or &amp;quot;very impressive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If we were to increase the original room's space by 10 units instead, '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; becomes 0.28 (0.08 increase). Increasing the bottleneck stat results in a change of 0.08*51.25% = 4.1%, or 74 total impressiveness or &amp;quot;somewhat impressive&amp;quot;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wealth ===&lt;br /&gt;
This is the sum of the [[Market Value]] of all items in the room and all walls and doors surrounding the room. Walls, doors, columns and animal flaps in the outer corner count as well. The value of [[power conduit]]s in walls ''is'' also included, however, for some reason building or deconstructing a conduit doesn't immediately update room wealth. Only if wealth is recalculated for some other reason, is the value of the conduits included. The same is true when building a column in the outer corner of the wall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 500&lt;br /&gt;
| impoverished&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 500 and &amp;lt; 700&lt;br /&gt;
| somewhat poor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 700 and &amp;lt; 2000&lt;br /&gt;
| mediocre&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2000 and &amp;lt; 4000&lt;br /&gt;
| somewhat rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 4000 and &amp;lt; 10000&lt;br /&gt;
| rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 10000 and &amp;lt; 40000&lt;br /&gt;
| luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40000 and &amp;lt; 100000&lt;br /&gt;
| very luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100000 and &amp;lt; 1000000&lt;br /&gt;
| extremely luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 1000000&lt;br /&gt;
| unbelievably luxurious&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
This is the average environmental beauty of the room including its walls and doors with a penalty for small rooms. Walls, doors and columns in the outer corner count as well. Building or deconstructing a column in the outer corner doesn't trigger a recalculation however. Floor tiles underneath walls and doors have no influence. &lt;br /&gt;
&lt;br /&gt;
Room beauty is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell)&lt;br /&gt;
WeightedSize = size if (size &amp;gt; 40) else (20 + size / 2)&lt;br /&gt;
RoomBeauty = TotalBeauty / WeightedSize&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that all rooms with less than 40 internal space will have their beauty penalised.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; -3.5&lt;br /&gt;
| hideous&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -3.5 and &amp;lt; 0&lt;br /&gt;
| ugly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0 and &amp;lt; 2.4&lt;br /&gt;
| neutral&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2.4 and &amp;lt; 5&lt;br /&gt;
| pretty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 5 and &amp;lt; 15&lt;br /&gt;
| beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 15 and &amp;lt; 50&lt;br /&gt;
| very beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 100&lt;br /&gt;
| extremely beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100&lt;br /&gt;
| unbelievably beautiful&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space ===&lt;br /&gt;
Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! typical size*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 12.5&lt;br /&gt;
| cramped&lt;br /&gt;
| 3x4 or smaller*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 12.5 and &amp;lt; 29&lt;br /&gt;
| rather tight&lt;br /&gt;
| 3x6, 4x5*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 29 and &amp;lt; 55&lt;br /&gt;
| average-sized&lt;br /&gt;
| 4x7, 5x6*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 55 and &amp;lt; 70&lt;br /&gt;
| somewhat spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 70 and &amp;lt; 130&lt;br /&gt;
| quite spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 130 and &amp;lt; 349.5&lt;br /&gt;
| very spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 349.5&lt;br /&gt;
| extremely spacious&lt;br /&gt;
|}&lt;br /&gt;
: (* These are &amp;quot;safe&amp;quot; approximations; as described, the items placed &amp;lt;u&amp;gt;in&amp;lt;/u&amp;gt; the room can greatly reduce the effective size. For example, an empty 5x5 room has space (25 x 1.4 =) 35, easily &amp;quot;average&amp;quot; - when empty. However, placing just one bed (2 tiles), one table (2 tiles), a light, a heater, a plant pot and one artwork (1 tile each, a chair is &amp;quot;free&amp;quot;) in that room reduces the effective space by -7.2 (= 8 tiles x .9), and the effective space is now 27.8, &amp;quot;rather tight&amp;quot;.)&lt;br /&gt;
: (* Due to floating point inaccuracies, sometimes a room that is right on a threshold may randomly count for one category or the other. For example, a room with 5 standable tiles and 11 walkable but non-standable tiles should come out to exactly 12.5 score, but may result in either &amp;quot;cramped&amp;quot; or &amp;quot;rather tight&amp;quot;. It's safest to not rely on exact values.)&lt;br /&gt;
&lt;br /&gt;
Note, that space of the room affects only its impressiveness. Careful to not confuse with Pawn's [[space]] need.&lt;br /&gt;
&lt;br /&gt;
=== Cleanliness ===&lt;br /&gt;
This stat affects [[Surgery_Success_Chance_Factor#Room_Cleanliness_Multiplier|Surgery Success Chance]], [[Research#Research speed|research speed]], the chance that cooked meals will cause [[food poisoning]], and gene [[Assembly Speed Factor]].{{BiotechIcon}} A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of [[floor]]ing, the presence of any [[filth]], and the cleanliness value of some furniture such as the [[butcher table]] and the [[stonecutter's table]]. Note that the type of [[floor]] under a door doesn't count for Cleanliness, but filth under a door does count.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:::{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Room Cleanliness&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; -1.1&lt;br /&gt;
| very dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -1.1 and &amp;lt; -0.4&lt;br /&gt;
| dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -0.4 and &amp;lt; -0.05&lt;br /&gt;
| slightly dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -0.05 and &amp;lt; 0.4&lt;br /&gt;
| clean&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0.4&lt;br /&gt;
| sterile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Surface&lt;br /&gt;
! Cleanliness&amp;lt;br/&amp;gt;Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Void metal ]]{{AnomalyIcon}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sterile tile]] floor || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel tile|Steel]], [[Silver tile|Silver]] or [[Gold tile|Gold]] floor || 0.2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bioferrite plate]]{{AnomalyIcon}} || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| all other constructed [[floor]]ing&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; [[Bridge]]s || 0&lt;br /&gt;
|-&lt;br /&gt;
| Natural stone ([[Rough stone|rough]] or [[Smooth stone|smoothed]]) || 0&lt;br /&gt;
|- &lt;br /&gt;
| [[Straw matting]] || -0.1&lt;br /&gt;
|-&lt;br /&gt;
| all other [[Environment#Terrain|natural surfaces]] (soil, gravel, etc.) || -1&lt;br /&gt;
|-&lt;br /&gt;
| [[Marsh]], [[Marshy soil]], [[Mud]], [[Broken asphalt]] || -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Chunk]]s || -2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flesh]]{{AnomalyIcon}} || -3&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Dirt, rubble, all other filth]] || -5&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Blood]] || -10&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Insect blood, vomit, fuel puddle]] || -15&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Corpsebile]] || -20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;Toggle the beauty display&amp;quot; can help locate filth in a given room, which typically stands out due to its negative beauty.&lt;br /&gt;
&lt;br /&gt;
== Map regions ==&lt;br /&gt;
Upon map generation, the map is divided into chunks of 12x12 squares called map regions. Each region requires a contiguous area and will be subdivided otherwise. Under no circumstance will a region extend beyond the initial 12x12 grid. Impassable buildings (both natural and artificial) are not considered as part of any map region for this purpose and will subdivide existing map regions accordingly. Regions will fuse when possible. Map regions are used for several calculations and can be seen in game via the debug option &amp;quot;Draw Regions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myDivision&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Some additional notes:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:10px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
* Impassable buildings are never part of any map region.&lt;br /&gt;
** Impassable non-walls (ex: [[Ship engine]]) may create a &amp;quot;red&amp;quot; temporal map region on construction that will be removed once anything else is build/destroyed.&lt;br /&gt;
* Impassable terrain creates map regions confined to its extension.&lt;br /&gt;
** These regions don't interact with the regular ones, but otherwise follow the stated rules.&lt;br /&gt;
* Passable buildings, such as [[fence]]s and [[barricade]]s, create map regions along their extension.&lt;br /&gt;
** These &amp;quot;fence&amp;quot; regions won't interact with other kinds, but otherwise follow the stated rules.&lt;br /&gt;
* Doors have unique behavior&lt;br /&gt;
** Single tile doors create a 3 tile map region centered on the doors' tile, following the door's orientation, that overlaps with other map regions.&lt;br /&gt;
*** Impassable objects will delete the overlapping section, no interaction otherwise.&lt;br /&gt;
** Double tile doors create 2 map regions, 1 for each of its tiles.&lt;br /&gt;
** The map regions created by doors don't interact with any other, not even each other.&lt;br /&gt;
* The grid defining regions is drawn from the bottom-left of the map row by row. &lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added.&lt;br /&gt;
* 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.&lt;br /&gt;
* [[Royalty DLC]] release - Throne room role added.&lt;br /&gt;
* [[Ideology DLC]] release - Temple room role added.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Checking all beds instead of just humanlike ones for room owner.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added the storeroom role for rooms with lots of shelves.&lt;br /&gt;
* [[Biotech DLC]] release - Nursery, playroom, classroom, and deathrest chamber roles added.&lt;br /&gt;
* [[Anomaly DLC]] release - Containment cell and ceremonial chamber roles added.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some production buildings now have a work speed penalty if they are not in the correct room.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rooms&amp;diff=174557</id>
		<title>Rooms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rooms&amp;diff=174557"/>
		<updated>2026-01-29T18:53:54Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Added note about floating point inaccuracies in space calculations determined via testing. This is a resolution for the request to change the &amp;quot;rather right&amp;quot; threshold to 12.6.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This is a hidden reference because I couldn't figure out how to hide it any other way 😭 --&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;ref name=&amp;quot;penalty&amp;quot;&amp;gt;Work speed penalty of 80% if not placed in the room with the correct role.&amp;lt;/ref&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center | {{Gameplay Nav}} |}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
A '''room''' is a space fully enclosed by impassable objects such as [[wall]]s, [[door]]s (open or closed), [[vent]]s, natural rock, or [[cooler]]s. Corners do not need to be filled in order to enclose a room.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
A room that's at least 75% [[roof]]ed is considered [[indoors]]. This distinction affects [[temperature]], [[Deterioration Rate]], [[Work Speed Factor]], and pawns' [[outdoors]] and indoors needs. {{Check Tag|Verify|Does it really affect all these stats, and how specifically?}}&lt;br /&gt;
&lt;br /&gt;
An indoor room will remain an indoor room when its doors are open — even when they're held open permanently. [[Vac barrier]]s also enclose a room despite not being impassable. If a door is destroyed and the room is no longer enclosed, the room will instantly be considered outdoors.&lt;br /&gt;
&lt;br /&gt;
The maximum size of a room is 36 [[#Map regions|map regions]]. The equivalent size in tiles varies based on the position and shape of the room, but as reference:&lt;br /&gt;
* The maximum area possible per room is 5,184 tiles (72x72).&lt;br /&gt;
* An empty 50x50 square room is the largest room that won't have issues with map regions.&lt;br /&gt;
* The more complex the shape of a room, the more likely it is to run into problems with map regions.&lt;br /&gt;
* Above this size, the area in question will be treated as a non-room indoors space.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Indoor rooms can have a different temperature than the outside. Open [[door]]s, open [[vent]]s, or missing roof tiles will increase the rate at which heat is exchanged with the outdoors. For further information, see the [[temperature]] page.&lt;br /&gt;
&lt;br /&gt;
The temperature of an outdoor room will always be identical to the outdoor temperature. If an indoor room has enough roof removed{{Check Tag|How much?}}, or stops being enclosed, it will ''instantly'' adopt the outdoor temperature.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
'''Room roles''' are assigned to a room based on the buildings they contain, such as a ''kitchen'' when containing an [[electric stove]] or a [[fueled stove]]. They determine whether a colonist is affected by all, some, or none of the room stats.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
Certain room roles grant [[mood]]lets based on their [[Impressiveness]], which is affected by all four substats. To gain the moodlet, the room must be used by a pawn for the role's associated purpose (i.e., eating at a table for the dining room role or playing billiards for the rec room role). Despite the game displaying only one role, rooms can grant moodlets from multiple roles when used for that role. The moodlets are typically {{Check Tag|When not?}} applied when a colonist ''begins'' said activity in the room, and they last for 24 hours. {{Check Tag |Verify| What about deathresting? It uses a separate thought.}}&lt;br /&gt;
&lt;br /&gt;
Buildings associated with hospitals, laboratories, and kitchens make direct use of the [[Cleanliness]] stat for their [[Work Speed Factor]].&lt;br /&gt;
&lt;br /&gt;
Some room roles cannot have certain buildings inside without inflicting a mood penalty (i.e., [[Titles#Thrones and Bedrooms|throne rooms]] {{RoyaltyIcon}} and temples {{IdeologyIcon}} with [[Production|workstations]]).&lt;br /&gt;
&lt;br /&gt;
Pawns also have separate needs for [[Beauty]] and [[Space]], which every room can fulfill. Unlike the room stats of the same name, these needs are checked within a certain radius from the pawn, as opposed to anywhere in the room. See those pages for further details.&lt;br /&gt;
&lt;br /&gt;
=== Score calculation ===&lt;br /&gt;
For each room, every room role is given a score based on the buildings inside, and the role with the highest score is the one displayed. In the case of a tie, the earlier roles on the following table take priority.&lt;br /&gt;
&lt;br /&gt;
For the purposes of room role scoring, the following are considered non-baby human beds: {{RoomRolesBuildingList|Bed-associated rooms}}.&lt;br /&gt;
&lt;br /&gt;
=== List of roles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Label&lt;br /&gt;
! Mood impact&lt;br /&gt;
! Related stats&lt;br /&gt;
! Score calculation logic&lt;br /&gt;
|-&lt;br /&gt;
| Room&lt;br /&gt;
| None&lt;br /&gt;
| None ||&lt;br /&gt;
* Returns a score of 0.99.&lt;br /&gt;
|-&lt;br /&gt;
| Bedroom &amp;lt;ref name=&amp;quot;owner name&amp;quot;&amp;gt;This role will have its owners' name added to its name.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There are no human beds.&lt;br /&gt;
** There is at least 1 medical human bed or at least 1 prisoner human bed.&lt;br /&gt;
** There is more than 1 non-assigned human bed.&lt;br /&gt;
** There is at least 1 adult assigned and there are other pawns assigned that are not in its love cluster.&amp;lt;ref&amp;gt;A pawn's love cluster is all the other pawns that can be linked to the pawn through a chain of romantic relationships.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** There is at least 1 child assigned and there aren't any adults assigned that are a parent of the child.&lt;br /&gt;
* Returns 100,000 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Prison cell &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Situational RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 non-prisoner humanlike bed.&lt;br /&gt;
** There is more than 1 humanlike bed.&lt;br /&gt;
* Returns 170,000 score for a non-medical prisoner humanlike bed.&lt;br /&gt;
* Returns 100,000 score for a medical prisoner humanlike bed.&lt;br /&gt;
|-&lt;br /&gt;
| Dining room&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 12 score per each one of the following: {{RoomRolesBuildingList|Dining room}}.&lt;br /&gt;
|-&lt;br /&gt;
| Rec room&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 7 score per each one of the following: {{RoomRolesBuildingList|Rec room}}.&lt;br /&gt;
|-&lt;br /&gt;
| Hospital&lt;br /&gt;
| [[Mood#Situation RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]], [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 prisoner humanlike bed.&lt;br /&gt;
** There are no medical humanlike beds.&lt;br /&gt;
* Returns 100,000 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Laboratory&lt;br /&gt;
| No&lt;br /&gt;
| [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 60 score per each one of the following: {{RoomRolesBuildingList|Laboratory}}.&lt;br /&gt;
|-&lt;br /&gt;
| Workshop&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 27 score per each one of the following: {{RoomRolesBuildingList|Workshop}}. The [[crafting spot]] does ''not'' count.&lt;br /&gt;
|-&lt;br /&gt;
| Storeroom&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 1 score per each one of the following: {{RoomRolesBuildingList|Storeroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Barracks &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 prisoner humanlike bed.&lt;br /&gt;
** The room is a valid bedroom.&lt;br /&gt;
* Returns 100,100 score for every non-medical humanlike bed otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Prison barracks &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Situation RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 non-prisoner humanlike bed.&lt;br /&gt;
** There are less than 2 prisoner beds.&lt;br /&gt;
* Returns 100,100 score per non-medical prisoner bed and 50,001 per medical prisoner bed.&lt;br /&gt;
|-&lt;br /&gt;
| Kitchen&lt;br /&gt;
| No&lt;br /&gt;
| [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 28 score per production building that has at least 1 recipe that produces an edible result. The following fulfill the requirement: {{RoomRolesBuildingList|Kitchen}}. The [[brewery]], [[butcher spot]], and [[butcher table]] do ''not'' fulfill the requirement.&lt;br /&gt;
|-&lt;br /&gt;
| Tomb&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 50 score per each one of the following: {{RoomRolesBuildingList|Tomb}}.&lt;br /&gt;
|-&lt;br /&gt;
| Barn&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 7.6 score per non-humanlike bed, which are the following: {{RoomRolesBuildingList|Barn}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Throne room]] {{RoyaltyIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 10,000 score if there is any one of the following: {{RoomRolesBuildingList|Throne room}}.&lt;br /&gt;
* Returns 0 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Temple {{IdeologyIcon}} &amp;lt;ref&amp;gt;This role changes to the ideoligion's set temple name.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns -1 score if the [[Ideology DLC]] is not active.&lt;br /&gt;
* Returns 0 score if there are no altars with the colony's ideology.&lt;br /&gt;
* Returns 75 score per altar with the colony's ideology, with a minimum of 2,000 score. The following are considered altars: {{RoomRolesBuildingList|Temple}}.&lt;br /&gt;
|-&lt;br /&gt;
| Nursery {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 non-medical prisoner bed or at least 1 non-baby bed.&lt;br /&gt;
** There are less than 2 baby beds.&lt;br /&gt;
* Returns 100,200 score per baby bed. The following are considered baby beds: {{RoomRolesBuildingList|Nursery}}.&lt;br /&gt;
|-&lt;br /&gt;
| Playroom {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 humanlike bed in the room.&lt;br /&gt;
* Returns 8 score per each one of the following: {{RoomRolesBuildingList|Playroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Classroom {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 human bed in the room.&lt;br /&gt;
* Returns 8 score per each one of the following: {{RoomRolesBuildingList|Classroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Deathrest chamber {{BiotechIcon}}&lt;br /&gt;
| Yes&lt;br /&gt;
| [[Room stats|Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 100 score per [[deathrest casket]] {{BiotechIcon}} and 50 score per [[deathrest accelerator]] {{BiotechIcon}}, [[glucosoid pump]] {{BiotechIcon}}, [[hemogen amplifier]] {{BiotechIcon}}, [[hemopump]] {{BiotechIcon}}, or [[psychofluid pump]] {{BiotechIcon}}.&lt;br /&gt;
|-&lt;br /&gt;
| Containment cell {{AnomalyIcon}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 100 score per [[holding platform]] {{AnomalyIcon}} or [[holding spot]] {{AnomalyIcon}} and 50 score per [[bioferrite harvester]] {{AnomalyIcon}}, [[electric inhibitor]] {{AnomalyIcon}}, or [[electroharvester]] {{AnomalyIcon}}.&lt;br /&gt;
|-&lt;br /&gt;
| Ceremonial chamber {{AnomalyIcon}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 200 score per each one of the following: {{RoomRolesBuildingList|Ceremonial chamber}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other pieces of [[furniture]] not mentioned, such as [[chair|chairs]], are not considered for score calculation.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[File:quality preview.png|300px|right]]&lt;br /&gt;
'''Room stats''' are values of a room that passively affect both [[thought]]s about the room itself and some events and activities that take place within. These include [[Impressiveness]], which is calculated from four composite stats: [[Wealth]], [[Beauty]], [[Space]], and [[Cleanliness]]. These base stats are automatically calculated from [[buildings]], [[floor]]ing, [[filth]], the room's perimeter, and items within the room.&lt;br /&gt;
&lt;br /&gt;
Room stats can be inspected with the room stats display, which can be toggled with a button in the lower right corner of the screen or a hotkey (''G'' by default). Additional information can also be viewed by holding down the ''Alt'' key.&lt;br /&gt;
&lt;br /&gt;
Room stats affect the following:&lt;br /&gt;
* Medical treatment quality (Cleanliness)&lt;br /&gt;
* Research speed (Cleanliness)&lt;br /&gt;
* [[Food poisoning]] chance in prepared meals (Cleanliness)&lt;br /&gt;
* [[Mood#Room_stats|Mood]] of the people using them (Impressiveness)&lt;br /&gt;
&lt;br /&gt;
The following traits are affected by room stats:&lt;br /&gt;
* [[Greedy]] - Decrease without sufficiently Impressive bedroom.&lt;br /&gt;
* [[Jealous]] - Decrease if anyone has a noticeably better bedroom. {{Check Tag|How much?}}&lt;br /&gt;
* [[Ascetic]] - Decrease if room is too Impressive. Increase if bedroom is dull or worse.&lt;br /&gt;
&lt;br /&gt;
=== Impressiveness ===&lt;br /&gt;
The value for '''Impressiveness''' is based on the four other room stats ('''Wealth''', '''Beauty''', '''Space''', and '''Cleanliness''').&lt;br /&gt;
&lt;br /&gt;
The mood effects from the room depend on the Impressiveness level, and not on the precise value. That value is rounded ''down'' to the nearest whole number, and a label (or &amp;quot;level&amp;quot;) of Impressiveness will be given to the room, according to the table below. This level is used to apply the relevant thought, positive or negative. &lt;br /&gt;
&lt;br /&gt;
The exact mood effects depend on the [[Room#Roles|room role]], with different rooms having different values at each level. For more information, see [[Mood#Room stats|this section of the Mood page]]{{Check Tag|Outdated link}} For bedrooms, dining rooms, and rec rooms, the effects are as follows:{{Check Tag|Verify table|Add values for other room types}}&lt;br /&gt;
&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! Mood impact&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; 20&lt;br /&gt;
| awful&lt;br /&gt;
| {{Bad|-2}} (bedrooms only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 20 and &amp;lt; 30&lt;br /&gt;
| dull&lt;br /&gt;
| ''none''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 30 and &amp;lt; 40&lt;br /&gt;
| mediocre&lt;br /&gt;
| ''none''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40 and &amp;lt; 50&lt;br /&gt;
| decent&lt;br /&gt;
| {{Good|+2}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 65&lt;br /&gt;
| slightly impressive&lt;br /&gt;
| {{Good|+3}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 65 and &amp;lt; 85&lt;br /&gt;
| somewhat impressive&lt;br /&gt;
| {{Good|+4}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 85 and &amp;lt; 120&lt;br /&gt;
| very impressive&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 120 and &amp;lt; 170&lt;br /&gt;
| extremely impressive&lt;br /&gt;
| {{Good|+6}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 170 and &amp;lt; 240&lt;br /&gt;
| unbelievably impressive&lt;br /&gt;
| {{Good|+7}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 240&lt;br /&gt;
| wondrously impressive&lt;br /&gt;
| {{Good|+8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines ====&lt;br /&gt;
&lt;br /&gt;
Since the impressiveness calculation (explained below) is fairly involved, it is not practical to predict impressiveness levels in an actual game. However, the following rules of thumb can be applied:&lt;br /&gt;
&lt;br /&gt;
* '''Keep all four room stats equally in mind.''' There is a heavy weighting towards whichever stat is weakest, which is counted as much as all three other stats combined. For example, having a masterpiece work of art in a large room (high ''wealth'', ''space'' and ''beauty'') is not very effective if the floor is covered in vomit and animal filth (low ''cleanliness''). It is quite difficult to compensate for one low stat by raising the other three.&lt;br /&gt;
&lt;br /&gt;
* '''Making a particularly small room ''impressive'' is difficult.''' Room size is a limiting factor for Impressiveness. If you want to make the room &amp;quot;very impressive&amp;quot;, it should have a space of at least around 25 (which still counts as &amp;quot;rather tight&amp;quot; in the game). E.g. a furnished bedroom with a 5x5 or 4×6 footprint would be fine, and a little smaller could still work, but it would be a challenge to get there with a 4x4 room. Note that any naturally &amp;quot;large&amp;quot; rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all.&lt;br /&gt;
&lt;br /&gt;
* '''Cleanliness matters'''. Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect. This is usually due to ''cleanliness'' changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major [[mood]] changes. Make sure that the room is not too close to a level threshold, and keep it clean.&lt;br /&gt;
&lt;br /&gt;
* '''Do not go overboard'''. There are sharply diminishing returns from increasing any room stat. Increasing any of the stats has dramatically diminishing returns with regards to impressiveness. It is not worth putting a lot of resources into any of the stats beyond a point.*&lt;br /&gt;
:: (* Not unless you care about the stat for other reasons; &amp;quot;room impressiveness&amp;quot; is not the only stat that can affect [[mood]]. Beauty, among others, has its own value.)&lt;br /&gt;
&lt;br /&gt;
==== Formula ====&lt;br /&gt;
The actual formula for calculating impressiveness involves multiple steps, starting with the four room statistics (wealth, beauty, space and cleanliness) and resulting in a single integer value ''impressiveness''.&lt;br /&gt;
&lt;br /&gt;
The calculation is done in several steps:&lt;br /&gt;
# Convert each stat into natural units, so that typical in-game stats end up in a range of comparable single digit values.&lt;br /&gt;
# Curve values beyond (-1, 1) using a natural logarithm.&lt;br /&gt;
# Average the four stats into an impressiveness score, weighted towards the lowest one&lt;br /&gt;
# Soft-cap the result according to the space of the room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-EXImpressivness&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Detailed formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-EXImpressivness&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:10px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
===== Base values =====&lt;br /&gt;
Firstly, all four raw stats are scaled individually by applying a factor, deriving the ''base contribution'' for each stat:&lt;br /&gt;
&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''wealth'' ÷ 1500&lt;br /&gt;
: '''B'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''beauty'' ÷ 3&lt;br /&gt;
: '''S'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''space'' ÷ 125&lt;br /&gt;
: '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 1 + (''cleanliness'' ÷ 2.5)&lt;br /&gt;
&lt;br /&gt;
===== Modified values =====&lt;br /&gt;
These base values are now modified if they lie outside the range (−1, 1), by applying the ''natural logarithm'' as follows: {{Check Tag|Add image|An image would be quite useful because the modified values are actually very visually intuitive despite the formula's complexity}}&lt;br /&gt;
 m =  1 + ln(b)          (if b &amp;gt;= 1)&lt;br /&gt;
 m = [1 + ln(−b)] × −1   (if b &amp;lt;= −1)&lt;br /&gt;
(This is symmetrical for positive and negative values).&lt;br /&gt;
&lt;br /&gt;
===== Impressiveness score =====&lt;br /&gt;
These modified values are then combined to give the ''impressiveness'' score as follows.&lt;br /&gt;
&lt;br /&gt;
Take a weighted sum of the average of the values and the smallest of the values:&lt;br /&gt;
 I = (65 × ('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;) ÷ 4) + (35 × min('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;))&lt;br /&gt;
This means that the smallest of the values contributes 51.25%, just over half, while the other three values each contribute 16.25%, or 48.75% combined.&lt;br /&gt;
&lt;br /&gt;
As a final step we compare this impressiveness value to the ''spaciousness'' of the room:&lt;br /&gt;
 S' = 500 × S&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;&lt;br /&gt;
 If I &amp;gt; S', then&lt;br /&gt;
   I' = 0.25 × I + 0.75 × S'&lt;br /&gt;
 else&lt;br /&gt;
   I' = I (no change)&lt;br /&gt;
&lt;br /&gt;
This means a room's max impressiveness is soft-capped to 500% of their space score. However, this specific step is only relevant for very small, disproportionately luxurious rooms. Even a 60-space room (S = 0.5) will incur no penalty up to 240 impressiveness, enough to clear the highest bracket (&amp;quot;wondrously impressive&amp;quot;), and a 30-space room (S = 0.24) already reaches &amp;quot;extremely impressive&amp;quot; with no penalty.&lt;br /&gt;
&lt;br /&gt;
===== Takeaways =====&lt;br /&gt;
It can be useful to think of impressiveness as a percentage value composed of four categories; a score of 1 in each category corresponds to 100 impressiveness, while values above 1 stop giving &amp;quot;fair&amp;quot; (ie. linear) returns. One unit of each stat is equivalent to each the following:&lt;br /&gt;
* ''Wealth'' of 1,500&lt;br /&gt;
* ''Beauty'' of 3&lt;br /&gt;
* ''Cleanliness'' of 0 (i.e. when using any cleanliness enhancers)&lt;br /&gt;
* ''Space'' of 125&lt;br /&gt;
Above these values, it begins to become more economical to invest attention in other stats. A &amp;quot;standard bedroom&amp;quot; of size 4×6, carpeted and containing bed, dresser, end table, lamp and plant pot will still have plenty of leeway in all categories (except cleanliness, which is at a natural 0 for a cleaned room); in this case, you will usually proceed by putting a sculpture or high quality armchair in the room, increasing beauty and wealth.&lt;br /&gt;
&lt;br /&gt;
Furthermore, observe that the factors (i.e., modified values) for ''wealth'' and ''beauty'' will often be well above 1, but ''cleanliness'' and ''space'' usually lower than 1. Unless the room is &amp;quot;very spacious&amp;quot;, or close to it, the decisive factor will thus be ''space'', then ''cleanliness''. In fact, even a well-cleaned room can never have a value over C = 1 (0 cleanliness; perfectly clean) or C = 1.215 (0.6 cleanliness; sterile), meaning rooms above ~100-120 impressiveness will ''always'' be bottlenecked by their cleanliness score. This makes &amp;quot;very impressive&amp;quot; (85-120 impressiveness) a natural set point for many rooms. &lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
Start with a room with a ''wealth'' of 3000, ''space'' of 25, ''cleanliness'' of 0, beauty of 3.&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''3000'' ÷ 1500 = 2, but this is curved to 1 + ln(2) = '''1.69'''&lt;br /&gt;
: '''B'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''3'' ÷ 3 = 1&lt;br /&gt;
: '''S'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''25'' ÷ 125 = 0.2&lt;br /&gt;
: '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 1 + (''0'' ÷ 2.5) = 1&lt;br /&gt;
&lt;br /&gt;
This makes the average score (1.69 + 1 + 0.2 + 1) ÷ 4) = 0.97 and the lowest score 0.2 (space).&lt;br /&gt;
&lt;br /&gt;
From the above numbers, we can calculate the base Impressiveness&lt;br /&gt;
: I = (65 × 0.97) + (35 × 0.2)&lt;br /&gt;
: I = 63 + 7&lt;br /&gt;
: I = 70 (70.21 unrounded)&lt;br /&gt;
Now, I &amp;lt; 500 × '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; (70 &amp;lt; 100), so there is no space penalty. Therefore, the reported Impressiveness of the room is 70 or &amp;quot;somewhat impressive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If we were to increase the ''wealth'' of the above room by 6000 (4 units), our W&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; would become 6 -&amp;gt; 1 + ln(6) = 2.79 (+1.1 increase). Wealth wasn't the lowest stat, so this would only improve impressiveness by 1.1*16.25% = 17.9%, resulting in a score of 88 or &amp;quot;very impressive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If we were to increase the original room's space by 10 units instead, '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; becomes 0.28 (0.08 increase). Increasing the bottleneck stat results in a change of 0.08*51.25% = 4.1%, or 74 total impressiveness or &amp;quot;somewhat impressive&amp;quot;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wealth ===&lt;br /&gt;
This is the sum of the [[Market Value]] of all items in the room and all walls and doors surrounding the room. Walls, doors, columns and animal flaps in the outer corner count as well. The value of [[power conduit]]s in walls ''is'' also included, however, for some reason building or deconstructing a conduit doesn't immediately update room wealth. Only if wealth is recalculated for some other reason, is the value of the conduits included. The same is true when building a column in the outer corner of the wall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 500&lt;br /&gt;
| impoverished&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 500 and &amp;lt; 700&lt;br /&gt;
| somewhat poor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 700 and &amp;lt; 2000&lt;br /&gt;
| mediocre&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2000 and &amp;lt; 4000&lt;br /&gt;
| somewhat rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 4000 and &amp;lt; 10000&lt;br /&gt;
| rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 10000 and &amp;lt; 40000&lt;br /&gt;
| luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40000 and &amp;lt; 100000&lt;br /&gt;
| very luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100000 and &amp;lt; 1000000&lt;br /&gt;
| extremely luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 1000000&lt;br /&gt;
| unbelievably luxurious&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
This is the average environmental beauty of the room including its walls and doors with a penalty for small rooms. Walls, doors and columns in the outer corner count as well. Building or deconstructing a column in the outer corner doesn't trigger a recalculation however. Floor tiles underneath walls and doors have no influence. &lt;br /&gt;
&lt;br /&gt;
Room beauty is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell)&lt;br /&gt;
WeightedSize = size if (size &amp;gt; 40) else (20 + size / 2)&lt;br /&gt;
RoomBeauty = TotalBeauty / WeightedSize&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that all rooms with less than 40 internal space will have their beauty penalised.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; -3.5&lt;br /&gt;
| hideous&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -3.5 and &amp;lt; 0&lt;br /&gt;
| ugly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0 and &amp;lt; 2.4&lt;br /&gt;
| neutral&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2.4 and &amp;lt; 5&lt;br /&gt;
| pretty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 5 and &amp;lt; 15&lt;br /&gt;
| beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 15 and &amp;lt; 50&lt;br /&gt;
| very beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 100&lt;br /&gt;
| extremely beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100&lt;br /&gt;
| unbelievably beautiful&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space ===&lt;br /&gt;
Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! typical size*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 12.5&lt;br /&gt;
| cramped&lt;br /&gt;
| 3x4 or smaller*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 12.5 and &amp;lt; 29&lt;br /&gt;
| rather tight&lt;br /&gt;
| 3x6, 4x5*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 29 and &amp;lt; 55&lt;br /&gt;
| average-sized&lt;br /&gt;
| 4x7, 5x6*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 55 and &amp;lt; 70&lt;br /&gt;
| somewhat spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 70 and &amp;lt; 130&lt;br /&gt;
| quite spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 130 and &amp;lt; 349.5&lt;br /&gt;
| very spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 349.5&lt;br /&gt;
| extremely spacious&lt;br /&gt;
|}&lt;br /&gt;
: (* These are &amp;quot;safe&amp;quot; approximations; as described, the items placed &amp;lt;u&amp;gt;in&amp;lt;/u&amp;gt; the room can greatly reduce the effective size. For example, an empty 5x5 room has space (25 x 1.4 =) 35, easily &amp;quot;average&amp;quot; - when empty. However, placing just one bed (2 tiles), one table (2 tiles), a light, a heater, a plant pot and one artwork (1 tile each, a chair is &amp;quot;free&amp;quot;) in that room reduces the effective space by -7.2 (= 8 tiles x .9), and the effective space is now 27.8, &amp;quot;rather tight&amp;quot;.)&lt;br /&gt;
: (* Due to floating point inaccuracies, sometimes a room that is right on a threshold may randomly count for one category or the other. For example, a room with 5 standable tiles and 11 walkable but non-standable tiles should come out to exactly 12.5 score, but may result in either &amp;quot;cramped&amp;quot; or &amp;quot;rather tight&amp;quot;. It's safest to not rely on exact values.)&lt;br /&gt;
&lt;br /&gt;
Note, that space of the room affects only its impressiveness. Careful to not confuse with Pawn's [[space]] need.&lt;br /&gt;
&lt;br /&gt;
=== Cleanliness ===&lt;br /&gt;
This stat affects [[Surgery_Success_Chance_Factor#Room_Cleanliness_Multiplier|Surgery Success Chance]], [[Research#Research speed|research speed]], the chance that cooked meals will cause [[food poisoning]], and gene [[Assembly Speed Factor]].{{BiotechIcon}} A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of [[floor]]ing, the presence of any [[filth]], and the cleanliness value of some furniture such as the [[butcher table]] and the [[stonecutter's table]]. Note that the type of [[floor]] under a door doesn't count for Cleanliness, but filth under a door does count.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:::{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Room Cleanliness&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; -1.1&lt;br /&gt;
| very dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -1.1 and &amp;lt; -0.4&lt;br /&gt;
| dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -0.4 and &amp;lt; -0.05&lt;br /&gt;
| slightly dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -0.05 and &amp;lt; 0.4&lt;br /&gt;
| clean&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0.4&lt;br /&gt;
| sterile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Surface&lt;br /&gt;
! Cleanliness&amp;lt;br/&amp;gt;Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Void metal ]]{{AnomalyIcon}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sterile tile]] floor || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel tile|Steel]], [[Silver tile|Silver]] or [[Gold tile|Gold]] floor || 0.2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bioferrite plate]]{{AnomalyIcon}} || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| all other constructed [[floor]]ing&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; [[Bridge]]s || 0&lt;br /&gt;
|-&lt;br /&gt;
| Natural stone ([[Rough stone|rough]] or [[Smooth stone|smoothed]]) || 0&lt;br /&gt;
|- &lt;br /&gt;
| [[Straw matting]] || -0.1&lt;br /&gt;
|-&lt;br /&gt;
| all other [[Environment#Terrain|natural surfaces]] (soil, gravel, etc.) || -1&lt;br /&gt;
|-&lt;br /&gt;
| [[Marsh]], [[Marshy soil]], [[Mud]], [[Broken asphalt]] || -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Chunk]]s || -2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flesh]]{{AnomalyIcon}} || -3&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Dirt, rubble, all other filth]] || -5&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Blood]] || -10&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Insect blood, vomit, fuel puddle]] || -15&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Corpsebile]] || -20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;Toggle the beauty display&amp;quot; can help locate filth in a given room, which typically stands out due to its negative beauty.&lt;br /&gt;
&lt;br /&gt;
== Map regions ==&lt;br /&gt;
Upon map generation, the map is divided into chunks of 12x12 squares called map regions. Each region requires a contiguous area and will be subdivided otherwise. Under no circumstance will a region extend beyond the initial 12x12 grid. Impassable buildings (both natural and artificial) are not considered as part of any map region for this purpose and will subdivide existing map regions accordingly. Regions will fuse when possible. Map regions are used for several calculations and can be seen in game via the debug option &amp;quot;Draw Regions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myDivision&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Some additional notes:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:10px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
* Impassable buildings are never part of any map region.&lt;br /&gt;
** Impassable non-walls (ex: [[Ship engine]]) may create a &amp;quot;red&amp;quot; temporal map region on construction that will be removed once anything else is build/destroyed.&lt;br /&gt;
* Impassable terrain creates map regions confined to its extension.&lt;br /&gt;
** These regions don't interact with the regular ones, but otherwise follow the stated rules.&lt;br /&gt;
* Passable buildings, such as [[fence]]s and [[barricade]]s, create map regions along their extension.&lt;br /&gt;
** These &amp;quot;fence&amp;quot; regions won't interact with other kinds, but otherwise follow the stated rules.&lt;br /&gt;
* Doors have unique behavior&lt;br /&gt;
** Single tile doors create a 3 tile map region centered on the doors' tile, following the door's orientation, that overlaps with other map regions.&lt;br /&gt;
*** Impassable objects will delete the overlapping section, no interaction otherwise.&lt;br /&gt;
** Double tile doors create 2 map regions, 1 for each of its tiles.&lt;br /&gt;
** The map regions created by doors don't interact with any other, not even each other.&lt;br /&gt;
* The grid defining regions is drawn from the bottom-left of the map row by row. &lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added.&lt;br /&gt;
* 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.&lt;br /&gt;
* [[Royalty DLC]] release - Throne room role added.&lt;br /&gt;
* [[Ideology DLC]] release - Temple room role added.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Checking all beds instead of just humanlike ones for room owner.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added the storeroom role for rooms with lots of shelves.&lt;br /&gt;
* [[Biotech DLC]] release - Nursery, playroom, classroom, and deathrest chamber roles added.&lt;br /&gt;
* [[Anomaly DLC]] release - Containment cell and ceremonial chamber roles added.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some production buildings now have a work speed penalty if they are not in the correct room.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rooms&amp;diff=174433</id>
		<title>Rooms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rooms&amp;diff=174433"/>
		<updated>2026-01-27T19:30:57Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: I rejected your edit because it is straight-up incorrect and doesn't match the game's code. If you have evidence to the contrary, please come talk to me on Discord.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This is a hidden reference because I couldn't figure out how to hide it any other way 😭 --&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;ref name=&amp;quot;penalty&amp;quot;&amp;gt;Work speed penalty of 80% if not placed in the room with the correct role.&amp;lt;/ref&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center | {{Gameplay Nav}} |}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
A '''room''' is a space fully enclosed by impassable objects such as [[wall]]s, [[door]]s (open or closed), [[vent]]s, natural rock, or [[cooler]]s. Corners do not need to be filled in order to enclose a room.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
A room that's at least 75% [[roof]]ed is considered [[indoors]]. This distinction affects [[temperature]], [[Deterioration Rate]], [[Work Speed Factor]], and pawns' [[outdoors]] and indoors needs. {{Check Tag|Verify|Does it really affect all these stats, and how specifically?}}&lt;br /&gt;
&lt;br /&gt;
An indoor room will remain an indoor room when its doors are open — even when they're held open permanently. [[Vac barrier]]s also enclose a room despite not being impassable. If a door is destroyed and the room is no longer enclosed, the room will instantly be considered outdoors.&lt;br /&gt;
&lt;br /&gt;
The maximum size of a room is 36 [[#Map regions|map regions]]. The equivalent size in tiles varies based on the position and shape of the room, but as reference:&lt;br /&gt;
* The maximum area possible per room is 5,184 tiles (72x72).&lt;br /&gt;
* An empty 50x50 square room is the largest room that won't have issues with map regions.&lt;br /&gt;
* The more complex the shape of a room, the more likely it is to run into problems with map regions.&lt;br /&gt;
* Above this size, the area in question will be treated as a non-room indoors space.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Indoor rooms can have a different temperature than the outside. Open [[door]]s, open [[vent]]s, or missing roof tiles will increase the rate at which heat is exchanged with the outdoors. For further information, see the [[temperature]] page.&lt;br /&gt;
&lt;br /&gt;
The temperature of an outdoor room will always be identical to the outdoor temperature. If an indoor room has enough roof removed{{Check Tag|How much?}}, or stops being enclosed, it will ''instantly'' adopt the outdoor temperature.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
'''Room roles''' are assigned to a room based on the buildings they contain, such as a ''kitchen'' when containing an [[electric stove]] or a [[fueled stove]]. They determine whether a colonist is affected by all, some, or none of the room stats.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
Certain room roles grant [[mood]]lets based on their [[Impressiveness]], which is affected by all four substats. To gain the moodlet, the room must be used by a pawn for the role's associated purpose (i.e., eating at a table for the dining room role or playing billiards for the rec room role). Despite the game displaying only one role, rooms can grant moodlets from multiple roles when used for that role. The moodlets are typically {{Check Tag|When not?}} applied when a colonist ''begins'' said activity in the room, and they last for 24 hours. {{Check Tag |Verify| What about deathresting? It uses a separate thought.}}&lt;br /&gt;
&lt;br /&gt;
Buildings associated with hospitals, laboratories, and kitchens make direct use of the [[Cleanliness]] stat for their [[Work Speed Factor]].&lt;br /&gt;
&lt;br /&gt;
Some room roles cannot have certain buildings inside without inflicting a mood penalty (i.e., [[Titles#Thrones and Bedrooms|throne rooms]] {{RoyaltyIcon}} and temples {{IdeologyIcon}} with [[Production|workstations]]).&lt;br /&gt;
&lt;br /&gt;
Pawns also have separate needs for [[Beauty]] and [[Space]], which every room can fulfill. Unlike the room stats of the same name, these needs are checked within a certain radius from the pawn, as opposed to anywhere in the room. See those pages for further details.&lt;br /&gt;
&lt;br /&gt;
=== Score calculation ===&lt;br /&gt;
For each room, every room role is given a score based on the buildings inside, and the role with the highest score is the one displayed. In the case of a tie, the earlier roles on the following table take priority.&lt;br /&gt;
&lt;br /&gt;
For the purposes of room role scoring, the following are considered non-baby humanlike beds: {{RoomRolesBuildingList|Bed-associated rooms}}.&lt;br /&gt;
&lt;br /&gt;
=== List of roles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Label&lt;br /&gt;
! Mood impact&lt;br /&gt;
! Related stats&lt;br /&gt;
! Score calculation logic&lt;br /&gt;
|-&lt;br /&gt;
| Room&lt;br /&gt;
| None&lt;br /&gt;
| None ||&lt;br /&gt;
* Returns a score of 0.99.&lt;br /&gt;
|-&lt;br /&gt;
| Bedroom &amp;lt;ref name=&amp;quot;owner name&amp;quot;&amp;gt;This role will have its owners' name added to its name.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There are no humanlike beds.&lt;br /&gt;
** There is at least 1 medical humanlike bed or at least 1 prisoner humanlike bed.&lt;br /&gt;
** There is more than 1 non-assigned humanlike bed.&lt;br /&gt;
** There is at least 1 adult assigned and there are other pawns assigned that are not in its love cluster.&amp;lt;ref&amp;gt;A pawn's love cluster is all the other pawns that can be linked to the pawn through a chain of romantic relationships.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** There is at least 1 child assigned and there aren't any adults assigned that are a parent of the child.&lt;br /&gt;
* Returns 100,000 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Prison cell &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Situational RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 non-prisoner humanlike bed.&lt;br /&gt;
** There is more than 1 humanlike bed.&lt;br /&gt;
* Returns 170,000 score for a non-medical prisoner humanlike bed.&lt;br /&gt;
* Returns 100,000 score for a medical prisoner humanlike bed.&lt;br /&gt;
|-&lt;br /&gt;
| Dining room&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 12 score per each one of the following: {{RoomRolesBuildingList|Dining room}}.&lt;br /&gt;
|-&lt;br /&gt;
| Rec room&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 7 score per each one of the following: {{RoomRolesBuildingList|Rec room}}.&lt;br /&gt;
|-&lt;br /&gt;
| Hospital&lt;br /&gt;
| [[Mood#Situation RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]], [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 prisoner humanlike bed.&lt;br /&gt;
** There are no medical humanlike beds.&lt;br /&gt;
* Returns 100,000 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Laboratory&lt;br /&gt;
| No&lt;br /&gt;
| [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 60 score per each one of the following: {{RoomRolesBuildingList|Laboratory}}.&lt;br /&gt;
|-&lt;br /&gt;
| Workshop&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 27 score per each one of the following: {{RoomRolesBuildingList|Workshop}}. The [[crafting spot]] does ''not'' count.&lt;br /&gt;
|-&lt;br /&gt;
| Storeroom&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 1 score per each one of the following: {{RoomRolesBuildingList|Storeroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Barracks &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 prisoner humanlike bed.&lt;br /&gt;
** The room is a valid bedroom.&lt;br /&gt;
* Returns 100,100 score for every non-medical humanlike bed otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Prison barracks &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Situation RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 non-prisoner humanlike bed.&lt;br /&gt;
** There are less than 2 prisoner beds.&lt;br /&gt;
* Returns 100,100 score per non-medical prisoner bed and 50,001 per medical prisoner bed.&lt;br /&gt;
|-&lt;br /&gt;
| Kitchen&lt;br /&gt;
| No&lt;br /&gt;
| [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 28 score per production building that has at least 1 recipe that produces an edible result. The following fulfill the requirement: {{RoomRolesBuildingList|Kitchen}}. The [[brewery]], [[butcher spot]], and [[butcher table]] do ''not'' fulfill the requirement.&lt;br /&gt;
|-&lt;br /&gt;
| Tomb&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 50 score per each one of the following: {{RoomRolesBuildingList|Tomb}}.&lt;br /&gt;
|-&lt;br /&gt;
| Barn&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 7.6 score per non-humanlike bed, which are the following: {{RoomRolesBuildingList|Barn}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Throne room]] {{RoyaltyIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 10,000 score if there is any one of the following: {{RoomRolesBuildingList|Throne room}}.&lt;br /&gt;
* Returns 0 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Temple {{IdeologyIcon}} &amp;lt;ref&amp;gt;This role changes to the ideoligion's set temple name.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns -1 score if the [[Ideology DLC]] is not active.&lt;br /&gt;
* Returns 0 score if there are no altars with the colony's ideology.&lt;br /&gt;
* Returns 75 score per altar with the colony's ideology, with a minimum of 2,000 score. The following are considered altars: {{RoomRolesBuildingList|Temple}}.&lt;br /&gt;
|-&lt;br /&gt;
| Nursery {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 non-medical prisoner bed or at least 1 non-baby bed.&lt;br /&gt;
** There are less than 2 baby beds.&lt;br /&gt;
* Returns 100,200 score per baby bed. The following are considered baby beds: {{RoomRolesBuildingList|Nursery}}.&lt;br /&gt;
|-&lt;br /&gt;
| Playroom {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 humanlike bed in the room.&lt;br /&gt;
* Returns 8 score per each one of the following: {{RoomRolesBuildingList|Playroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Classroom {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 human bed in the room.&lt;br /&gt;
* Returns 8 score per each one of the following: {{RoomRolesBuildingList|Classroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Deathrest chamber {{BiotechIcon}}&lt;br /&gt;
| Yes&lt;br /&gt;
| [[Room stats|Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 100 score per [[deathrest casket]] {{BiotechIcon}} and 50 score per [[deathrest accelerator]] {{BiotechIcon}}, [[glucosoid pump]] {{BiotechIcon}}, [[hemogen amplifier]] {{BiotechIcon}}, [[hemopump]] {{BiotechIcon}}, or [[psychofluid pump]] {{BiotechIcon}}.&lt;br /&gt;
|-&lt;br /&gt;
| Containment cell {{AnomalyIcon}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 100 score per [[holding platform]] {{AnomalyIcon}} or [[holding spot]] {{AnomalyIcon}} and 50 score per [[bioferrite harvester]] {{AnomalyIcon}}, [[electric inhibitor]] {{AnomalyIcon}}, or [[electroharvester]] {{AnomalyIcon}}.&lt;br /&gt;
|-&lt;br /&gt;
| Ceremonial chamber {{AnomalyIcon}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 200 score per each one of the following: {{RoomRolesBuildingList|Ceremonial chamber}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other pieces of [[furniture]] not mentioned, such as [[chair|chairs]], are not considered for score calculation.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[File:quality preview.png|300px|right]]&lt;br /&gt;
'''Room stats''' are values of a room that passively affect both [[thought]]s about the room itself and some events and activities that take place within. These include [[Impressiveness]], which is calculated from four composite stats: [[Wealth]], [[Beauty]], [[Space]], and [[Cleanliness]]. These base stats are automatically calculated from [[buildings]], [[floor]]ing, [[filth]], the room's perimeter, and items within the room.&lt;br /&gt;
&lt;br /&gt;
Room stats can be inspected with the room stats display, which can be toggled with a button in the lower right corner of the screen or a hotkey (''G'' by default). Additional information can also be viewed by holding down the ''Alt'' key.&lt;br /&gt;
&lt;br /&gt;
Room stats affect the following:&lt;br /&gt;
* Medical treatment quality (Cleanliness)&lt;br /&gt;
* Research speed (Cleanliness)&lt;br /&gt;
* [[Food poisoning]] chance in prepared meals (Cleanliness)&lt;br /&gt;
* [[Mood#Room_stats|Mood]] of the people using them (Impressiveness)&lt;br /&gt;
&lt;br /&gt;
The following traits are affected by room stats:&lt;br /&gt;
* [[Greedy]] - Decrease without sufficiently Impressive bedroom.&lt;br /&gt;
* [[Jealous]] - Decrease if anyone has a noticeably better bedroom. {{Check Tag|How much?}}&lt;br /&gt;
* [[Ascetic]] - Decrease if room is too Impressive. Increase if bedroom is dull or worse.&lt;br /&gt;
&lt;br /&gt;
=== Impressiveness ===&lt;br /&gt;
The value for '''Impressiveness''' is based on the four other room stats ('''Wealth''', '''Beauty''', '''Space''', and '''Cleanliness''').&lt;br /&gt;
&lt;br /&gt;
The mood effects from the room depend on the Impressiveness level, and not on the precise value. That value is rounded ''down'' to the nearest whole number, and a label (or &amp;quot;level&amp;quot;) of Impressiveness will be given to the room, according to the table below. This level is used to apply the relevant thought, positive or negative. &lt;br /&gt;
&lt;br /&gt;
The exact mood effects depend on the [[Room#Roles|room role]], with different rooms having different values at each level. For more information, see [[Mood#Room stats|this section of the Mood page]]{{Check Tag|Outdated link}} For bedrooms, dining rooms, and rec rooms, the effects are as follows:{{Check Tag|Verify table|Add values for other room types}}&lt;br /&gt;
&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! Mood impact&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; 20&lt;br /&gt;
| awful&lt;br /&gt;
| {{Bad|-2}} (bedrooms only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 20 and &amp;lt; 30&lt;br /&gt;
| dull&lt;br /&gt;
| ''none''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 30 and &amp;lt; 40&lt;br /&gt;
| mediocre&lt;br /&gt;
| ''none''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40 and &amp;lt; 50&lt;br /&gt;
| decent&lt;br /&gt;
| {{Good|+2}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 65&lt;br /&gt;
| slightly impressive&lt;br /&gt;
| {{Good|+3}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 65 and &amp;lt; 85&lt;br /&gt;
| somewhat impressive&lt;br /&gt;
| {{Good|+4}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 85 and &amp;lt; 120&lt;br /&gt;
| very impressive&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 120 and &amp;lt; 170&lt;br /&gt;
| extremely impressive&lt;br /&gt;
| {{Good|+6}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 170 and &amp;lt; 240&lt;br /&gt;
| unbelievably impressive&lt;br /&gt;
| {{Good|+7}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 240&lt;br /&gt;
| wondrously impressive&lt;br /&gt;
| {{Good|+8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines ====&lt;br /&gt;
&lt;br /&gt;
Since the impressiveness calculation (explained below) is fairly involved, it is not practical to predict impressiveness levels in an actual game. However, the following rules of thumb can be applied:&lt;br /&gt;
&lt;br /&gt;
* '''Keep all four room stats equally in mind.''' There is a heavy weighting towards whichever stat is weakest, which is counted as much as all three other stats combined. For example, having a masterpiece work of art in a large room (high ''wealth'', ''space'' and ''beauty'') is not very effective if the floor is covered in vomit and animal filth (low ''cleanliness''). It is quite difficult to compensate for one low stat by raising the other three.&lt;br /&gt;
&lt;br /&gt;
* '''Making a particularly small room ''impressive'' is difficult.''' Room size is a limiting factor for Impressiveness. If you want to make the room &amp;quot;very impressive&amp;quot;, it should have a space of at least around 25 (which still counts as &amp;quot;rather tight&amp;quot; in the game). E.g. a furnished bedroom with a 5x5 or 4×6 footprint would be fine, and a little smaller could still work, but it would be a challenge to get there with a 4x4 room. Note that any naturally &amp;quot;large&amp;quot; rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all.&lt;br /&gt;
&lt;br /&gt;
* '''Cleanliness matters'''. Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect. This is usually due to ''cleanliness'' changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major [[mood]] changes. Make sure that the room is not too close to a level threshold, and keep it clean.&lt;br /&gt;
&lt;br /&gt;
* '''Do not go overboard'''. There are sharply diminishing returns from increasing any room stat. Increasing any of the stats has dramatically diminishing returns with regards to impressiveness. It is not worth putting a lot of resources into any of the stats beyond a point.*&lt;br /&gt;
:: (* Not unless you care about the stat for other reasons; &amp;quot;room impressiveness&amp;quot; is not the only stat that can affect [[mood]]. Beauty, among others, has its own value.)&lt;br /&gt;
&lt;br /&gt;
==== Formula ====&lt;br /&gt;
The actual formula for calculating impressiveness involves multiple steps, starting with the four room statistics (wealth, beauty, space and cleanliness) and resulting in a single integer value ''impressiveness''.&lt;br /&gt;
&lt;br /&gt;
The calculation is done in several steps:&lt;br /&gt;
# Convert each stat into natural units, so that typical in-game stats end up in a range of comparable single digit values.&lt;br /&gt;
# Curve values beyond (-1, 1) using a natural logarithm.&lt;br /&gt;
# Average the four stats into an impressiveness score, weighted towards the lowest one&lt;br /&gt;
# Soft-cap the result according to the space of the room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-EXImpressivness&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Detailed formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-EXImpressivness&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:10px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
===== Base values =====&lt;br /&gt;
Firstly, all four raw stats are scaled individually by applying a factor, deriving the ''base contribution'' for each stat:&lt;br /&gt;
&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''wealth'' ÷ 1500&lt;br /&gt;
: '''B'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''beauty'' ÷ 3&lt;br /&gt;
: '''S'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''space'' ÷ 125&lt;br /&gt;
: '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 1 + (''cleanliness'' ÷ 2.5)&lt;br /&gt;
&lt;br /&gt;
===== Modified values =====&lt;br /&gt;
These base values are now modified if they lie outside the range (−1, 1), by applying the ''natural logarithm'' as follows: {{Check Tag|Add image|An image would be quite useful because the modified values are actually very visually intuitive despite the formula's complexity}}&lt;br /&gt;
 m =  1 + ln(b)          (if b &amp;gt;= 1)&lt;br /&gt;
 m = [1 + ln(−b)] × −1   (if b &amp;lt;= −1)&lt;br /&gt;
(This is symmetrical for positive and negative values).&lt;br /&gt;
&lt;br /&gt;
===== Impressiveness score =====&lt;br /&gt;
These modified values are then combined to give the ''impressiveness'' score as follows.&lt;br /&gt;
&lt;br /&gt;
Take a weighted sum of the average of the values and the smallest of the values:&lt;br /&gt;
 I = (65 × ('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;) ÷ 4) + (35 × min('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;))&lt;br /&gt;
This means that the smallest of the values contributes 51.25%, just over half, while the other three values each contribute 16.25%, or 48.75% combined.&lt;br /&gt;
&lt;br /&gt;
As a final step we compare this impressiveness value to the ''spaciousness'' of the room:&lt;br /&gt;
 S' = 500 × S&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;&lt;br /&gt;
 If I &amp;gt; S', then&lt;br /&gt;
   I' = 0.25 × I + 0.75 × S'&lt;br /&gt;
 else&lt;br /&gt;
   I' = I (no change)&lt;br /&gt;
&lt;br /&gt;
This means a room's max impressiveness is soft-capped to 500% of their space score. However, this specific step is only relevant for very small, disproportionately luxurious rooms. Even a 60-space room (S = 0.5) will incur no penalty up to 240 impressiveness, enough to clear the highest bracket (&amp;quot;wondrously impressive&amp;quot;), and a 30-space room (S = 0.24) already reaches &amp;quot;extremely impressive&amp;quot; with no penalty.&lt;br /&gt;
&lt;br /&gt;
===== Takeaways =====&lt;br /&gt;
It can be useful to think of impressiveness as a percentage value composed of four categories; a score of 1 in each category corresponds to 100 impressiveness, while values above 1 stop giving &amp;quot;fair&amp;quot; (ie. linear) returns. One unit of each stat is equivalent to each the following:&lt;br /&gt;
* ''Wealth'' of 1,500&lt;br /&gt;
* ''Beauty'' of 3&lt;br /&gt;
* ''Cleanliness'' of 0 (i.e. when using any cleanliness enhancers)&lt;br /&gt;
* ''Space'' of 125&lt;br /&gt;
Above these values, it begins to become more economical to invest attention in other stats. A &amp;quot;standard bedroom&amp;quot; of size 4×6, carpeted and containing bed, dresser, end table, lamp and plant pot will still have plenty of leeway in all categories (except cleanliness, which is at a natural 0 for a cleaned room); in this case, you will usually proceed by putting a sculpture or high quality armchair in the room, increasing beauty and wealth.&lt;br /&gt;
&lt;br /&gt;
Furthermore, observe that the factors (i.e., modified values) for ''wealth'' and ''beauty'' will often be well above 1, but ''cleanliness'' and ''space'' usually lower than 1. Unless the room is &amp;quot;very spacious&amp;quot;, or close to it, the decisive factor will thus be ''space'', then ''cleanliness''. In fact, even a well-cleaned room can never have a value over C = 1 (0 cleanliness; perfectly clean) or C = 1.215 (0.6 cleanliness; sterile), meaning rooms above ~100-120 impressiveness will ''always'' be bottlenecked by their cleanliness score. This makes &amp;quot;very impressive&amp;quot; (85-120 impressiveness) a natural set point for many rooms. &lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
Start with a room with a ''wealth'' of 3000, ''space'' of 25, ''cleanliness'' of 0, beauty of 3.&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''3000'' ÷ 1500 = 2, but this is curved to 1 + ln(2) = '''1.69'''&lt;br /&gt;
: '''B'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''3'' ÷ 3 = 1&lt;br /&gt;
: '''S'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''25'' ÷ 125 = 0.2&lt;br /&gt;
: '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 1 + (''0'' ÷ 2.5) = 1&lt;br /&gt;
&lt;br /&gt;
This makes the average score (1.69 + 1 + 0.2 + 1) ÷ 4) = 0.97 and the lowest score 0.2 (space).&lt;br /&gt;
&lt;br /&gt;
From the above numbers, we can calculate the base Impressiveness&lt;br /&gt;
: I = (65 × 0.97) + (35 × 0.2)&lt;br /&gt;
: I = 63 + 7&lt;br /&gt;
: I = 70 (70.21 unrounded)&lt;br /&gt;
Now, I &amp;lt; 500 × '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; (70 &amp;lt; 100), so there is no space penalty. Therefore, the reported Impressiveness of the room is 70 or &amp;quot;somewhat impressive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If we were to increase the ''wealth'' of the above room by 6000 (4 units), our W&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; would become 6 -&amp;gt; 1 + ln(6) = 2.79 (+1.1 increase). Wealth wasn't the lowest stat, so this would only improve impressiveness by 1.1*16.25% = 17.9%, resulting in a score of 88 or &amp;quot;very impressive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If we were to increase the original room's space by 10 units instead, '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; becomes 0.28 (0.08 increase). Increasing the bottleneck stat results in a change of 0.08*51.25% = 4.1%, or 74 total impressiveness or &amp;quot;somewhat impressive&amp;quot;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wealth ===&lt;br /&gt;
This is the sum of the [[Market Value]] of all items in the room and all walls and doors surrounding the room. Walls, doors, columns and animal flaps in the outer corner count as well. The value of [[power conduit]]s in walls ''is'' also included, however, for some reason building or deconstructing a conduit doesn't immediately update room wealth. Only if wealth is recalculated for some other reason, is the value of the conduits included. The same is true when building a column in the outer corner of the wall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 500&lt;br /&gt;
| impoverished&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 500 and &amp;lt; 700&lt;br /&gt;
| somewhat poor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 700 and &amp;lt; 2000&lt;br /&gt;
| mediocre&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2000 and &amp;lt; 4000&lt;br /&gt;
| somewhat rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 4000 and &amp;lt; 10000&lt;br /&gt;
| rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 10000 and &amp;lt; 40000&lt;br /&gt;
| luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40000 and &amp;lt; 100000&lt;br /&gt;
| very luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100000 and &amp;lt; 1000000&lt;br /&gt;
| extremely luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 1000000&lt;br /&gt;
| unbelievably luxurious&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
This is the average environmental beauty of the room including its walls and doors with a penalty for small rooms. Walls, doors and columns in the outer corner count as well. Building or deconstructing a column in the outer corner doesn't trigger a recalculation however. Floor tiles underneath walls and doors have no influence. &lt;br /&gt;
&lt;br /&gt;
Room beauty is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell)&lt;br /&gt;
WeightedSize = size if (size &amp;gt; 40) else (20 + size / 2)&lt;br /&gt;
RoomBeauty = TotalBeauty / WeightedSize&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that all rooms with less than 40 internal space will have their beauty penalised.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; -3.5&lt;br /&gt;
| hideous&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -3.5 and &amp;lt; 0&lt;br /&gt;
| ugly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0 and &amp;lt; 2.4&lt;br /&gt;
| neutral&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2.4 and &amp;lt; 5&lt;br /&gt;
| pretty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 5 and &amp;lt; 15&lt;br /&gt;
| beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 15 and &amp;lt; 50&lt;br /&gt;
| very beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 100&lt;br /&gt;
| extremely beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100&lt;br /&gt;
| unbelievably beautiful&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space ===&lt;br /&gt;
Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! typical size*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 12.5&lt;br /&gt;
| cramped&lt;br /&gt;
| 3x4 or smaller*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 12.5 and &amp;lt; 29&lt;br /&gt;
| rather tight&lt;br /&gt;
| 3x6, 4x5*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 29 and &amp;lt; 55&lt;br /&gt;
| average-sized&lt;br /&gt;
| 4x7, 5x6*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 55 and &amp;lt; 70&lt;br /&gt;
| somewhat spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 70 and &amp;lt; 130&lt;br /&gt;
| quite spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 130 and &amp;lt; 349.5&lt;br /&gt;
| very spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 349.5&lt;br /&gt;
| extremely spacious&lt;br /&gt;
|}&lt;br /&gt;
: (* These are &amp;quot;safe&amp;quot; approximations; as described, the items placed &amp;lt;u&amp;gt;in&amp;lt;/u&amp;gt; the room can greatly reduce the effective size. For example, an empty 5x5 room has space (25 x 1.4 =) 35, easily &amp;quot;average&amp;quot; - when empty. However, placing just one bed (2 tiles), one table (2 tiles), a light, a heater, a plant pot and one artwork (1 tile each, a chair is &amp;quot;free&amp;quot;) in that room reduces the effective space by -7.2 (= 8 tiles x .9), and the effective space is now 27.8, &amp;quot;rather tight&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Note, that space of the room affects only its impressiveness. Careful to not confuse with Pawn's [[space]] need. &lt;br /&gt;
&lt;br /&gt;
=== Cleanliness ===&lt;br /&gt;
This stat affects [[Surgery_Success_Chance_Factor#Room_Cleanliness_Multiplier|Surgery Success Chance]], [[Research#Research speed|research speed]], the chance that cooked meals will cause [[food poisoning]], and gene [[Assembly Speed Factor]].{{BiotechIcon}} A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of [[floor]]ing, the presence of any [[filth]], and the cleanliness value of some furniture such as the [[butcher table]] and the [[stonecutter's table]]. Note that the type of [[floor]] under a door doesn't count for Cleanliness, but filth under a door does count.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:::{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Room Cleanliness&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; -1.1&lt;br /&gt;
| very dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -1.1 and &amp;lt; -0.4&lt;br /&gt;
| dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -0.4 and &amp;lt; -0.05&lt;br /&gt;
| slightly dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -0.05 and &amp;lt; 0.4&lt;br /&gt;
| clean&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0.4&lt;br /&gt;
| sterile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Surface&lt;br /&gt;
! Cleanliness&amp;lt;br/&amp;gt;Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Void metal ]]{{AnomalyIcon}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sterile tile]] floor || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel tile|Steel]], [[Silver tile|Silver]] or [[Gold tile|Gold]] floor || 0.2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bioferrite plate]]{{AnomalyIcon}} || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| all other constructed [[floor]]ing&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; [[Bridge]]s || 0&lt;br /&gt;
|-&lt;br /&gt;
| Natural stone ([[Rough stone|rough]] or [[Smooth stone|smoothed]]) || 0&lt;br /&gt;
|- &lt;br /&gt;
| [[Straw matting]] || -0.1&lt;br /&gt;
|-&lt;br /&gt;
| all other [[Environment#Terrain|natural surfaces]] (soil, gravel, etc.) || -1&lt;br /&gt;
|-&lt;br /&gt;
| [[Marsh]], [[Marshy soil]], [[Mud]], [[Broken asphalt]] || -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Chunk]]s || -2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flesh]]{{AnomalyIcon}} || -3&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Dirt, rubble, all other filth]] || -5&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Blood]] || -10&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Insect blood, vomit, fuel puddle]] || -15&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Corpsebile]] || -20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;Toggle the beauty display&amp;quot; can help locate filth in a given room, which typically stands out due to its negative beauty.&lt;br /&gt;
&lt;br /&gt;
== Map regions ==&lt;br /&gt;
Upon map generation, the map is divided into chunks of 12x12 squares called map regions. Each region requires a contiguous area and will be subdivided otherwise. Under no circumstance will a region extend beyond the initial 12x12 grid. Impassable buildings (both natural and artificial) are not considered as part of any map region for this purpose and will subdivide existing map regions accordingly. Regions will fuse when possible. Map regions are used for several calculations and can be seen in game via the debug option &amp;quot;Draw Regions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myDivision&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Some additional notes:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:10px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
* Impassable buildings are never part of any map region.&lt;br /&gt;
** Impassable non-walls (ex: [[Ship engine]]) may create a &amp;quot;red&amp;quot; temporal map region on construction that will be removed once anything else is build/destroyed.&lt;br /&gt;
* Impassable terrain creates map regions confined to its extension.&lt;br /&gt;
** These regions don't interact with the regular ones, but otherwise follow the stated rules.&lt;br /&gt;
* Passable buildings, such as [[fence]]s and [[barricade]]s, create map regions along their extension.&lt;br /&gt;
** These &amp;quot;fence&amp;quot; regions won't interact with other kinds, but otherwise follow the stated rules.&lt;br /&gt;
* Doors have unique behavior&lt;br /&gt;
** Single tile doors create a 3 tile map region centered on the doors' tile, following the door's orientation, that overlaps with other map regions.&lt;br /&gt;
*** Impassable objects will delete the overlapping section, no interaction otherwise.&lt;br /&gt;
** Double tile doors create 2 map regions, 1 for each of its tiles.&lt;br /&gt;
** The map regions created by doors don't interact with any other, not even each other.&lt;br /&gt;
* The grid defining regions is drawn from the bottom-left of the map row by row. &lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added.&lt;br /&gt;
* 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.&lt;br /&gt;
* [[Royalty DLC]] release - Throne room role added.&lt;br /&gt;
* [[Ideology DLC]] release - Temple room role added.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Checking all beds instead of just humanlike ones for room owner.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added the storeroom role for rooms with lots of shelves.&lt;br /&gt;
* [[Biotech DLC]] release - Nursery, playroom, classroom, and deathrest chamber roles added.&lt;br /&gt;
* [[Anomaly DLC]] release - Containment cell and ceremonial chamber roles added.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some production buildings now have a work speed penalty if they are not in the correct room.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Immunity_Gain_Speed&amp;diff=174375</id>
		<title>Immunity Gain Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Immunity_Gain_Speed&amp;diff=174375"/>
		<updated>2026-01-25T19:45:56Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Neither &amp;quot;gradual&amp;quot; nor &amp;quot;rapid&amp;quot; are appropriate descriptors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= order of operations. also add Medical Specialist Immunity Drive ability}}{{Stat&lt;br /&gt;
| default base value = 1.0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The speed at which this character gains immunity to [[disease]]s. If this is too slow, the character will [[Death|die]] from the disease before developing immunity.&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
}} The value shown in-game is rounded to the nearest whole percent, while exact value is used in calculations.&lt;br /&gt;
&lt;br /&gt;
While this stat can be seen in-game, the '''actual immunity gain speed''', measured in percentage per [[Time|day]], is hidden but can be deduced from thorough observations. It is calculated as a product of:&lt;br /&gt;
* Base immunity gain speed for the particular disease. For example, 23.88% per day for [[Flu#Humans|human Flu]].&lt;br /&gt;
* InfectionLuck, a pseudorandom factor ranging from 80% (Bad luck) to 120% (Good luck). It is set independently for each disease instance (when multiple pawns are affected by a disease outbreak, each of them gets their own disease instance). Wound infections in different organs of the same pawn are different instances, but only InfectionLuck of the oldest active infection comes into play (and only one infection immunity develops in organism, opposing all infection instances).&lt;br /&gt;
: ''Technical details. InfectionLuck is not stored in save file. Instead, it is calculated as a pseudorandom value depending on the world's seed (seedString) and disease's hediff ID (loadID). For example, it is ≈81.7511% for seed &amp;quot;InfectionLuck&amp;quot; and ID of 1947.''&lt;br /&gt;
* Immunity Gain Speed stat.&lt;br /&gt;
&lt;br /&gt;
Immunity gain speed is '''not''' affected by medical tend quality.&lt;br /&gt;
&lt;br /&gt;
==Stat factors==&lt;br /&gt;
Immunity Gain Speed stat is determined by many factors multiplicatively.&lt;br /&gt;
&lt;br /&gt;
===Capacities===&lt;br /&gt;
[[Blood Filtration]]: [[Blood Filtration Importance::0.5|50%]] importance. No allowed defect. [[Blood Filtration Limit::-|No]] Max. So,&lt;br /&gt;
: {{math|Blood filtration factor {{=}} Blood Filtration &amp;amp;divide; 2 + 50%}}&lt;br /&gt;
Notable facts:&lt;br /&gt;
* [[Malaria]] progressively reduces Blood Filtration.&lt;br /&gt;
* A missing [[Kidney]] reduces Blood Filtration by 50%. This alone results in a Blood filtration factor of 75%.&lt;br /&gt;
* [[Cancer]] progressively reduces efficiency in the body part affected, potentially reducing Blood Filtration if it is in the Kidneys or [[Liver]].&lt;br /&gt;
* [[Luciferium]] adds 70% to Blood Filtration. This alone results in a Blood filtration factor of 135%.&lt;br /&gt;
* [[Detoxifier kidney]]s each add 5% Blood Filtration each compared to a healthy kidney. This alone results in a blood filtration factor of 102.5% (105% with two).&lt;br /&gt;
** This is mutually exclusive with [[Immunoenhancer]]s&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
[[Saturation|Hunger/Food]]:&lt;br /&gt;
* 100%: Fed or Hungry&lt;br /&gt;
* 90%: Urgently Hungry (corresponds to Ravenously Hungry)&lt;br /&gt;
* 70%: Starving (corresponds to Malnourished)&lt;br /&gt;
&lt;br /&gt;
===Rest===&lt;br /&gt;
[[Rest]] need:&lt;br /&gt;
* 100%: Rested&lt;br /&gt;
* 96%: Tired (corresponds to [[Thoughts#Exhaustion|Drowsy]] thought)&lt;br /&gt;
* 92%: Very tired (corresponds to [[Thoughts#Exhaustion|Tired]] thought)&lt;br /&gt;
* 80%: Exhausted (corresponds to [[Thoughts#Exhaustion|Exhausted]] thought)&lt;br /&gt;
&lt;br /&gt;
In Bed:{{Check Tag|Crib?}}&lt;br /&gt;
* 95%: When resting/sleeping in an [[ancient bed]] {{IdeologyIcon}}.&lt;br /&gt;
* 100%: When not resting/sleeping or when resting/sleeping on the floor, ground or ([[animal sleeping spot|animal]] / [[double sleeping spot|double]] / [[baby sleeping spot|baby]] {{BiotechIcon}}) [[sleeping spot]].&lt;br /&gt;
* 105%: When resting/sleeping in a ([[double bedroll|double]]) [[bedroll]] or [[animal sleeping box]].&lt;br /&gt;
* 107%: When resting/sleeping in an [[animal bed]], ([[double bed|double]]) [[bed]], [[royal bed]], ([[slab double bed|double]]) [[slab bed]] {{IdeologyIcon}} or [[deathrest casket]] {{BiotechIcon}}.&lt;br /&gt;
* 111%: When resting/sleeping in a [[hospital bed]].&lt;br /&gt;
* 113%: When resting/sleeping in a hospital bed with attached [[vitals monitor]].&lt;br /&gt;
''Note that quality of the bed only influences the [[Rest Effectiveness|rest effectiveness]], not the immunity gain speed.''&lt;br /&gt;
&lt;br /&gt;
Resting:&lt;br /&gt;
* 100%: Not resting. Also, when [[downed]], despite visually lying.&lt;br /&gt;
* 110%: Resting, sleeping or [[Recreation#Activities_table|skygazing]] (cloudwatching, stargazing, etc).&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
{{Stub|section=1|reason=Verify the effect of things that affect life span, such as the [[Mild cell instability|cell instability]] gene, then provide examples for the resulting lifespans in the Age/IGS table - if verified, also verify on [[Disease]]}}&lt;br /&gt;
Generally, the multiplier for age follows a curve defined by 5 points.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0.65 * Life Expectancy || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 0.80 * Life Expectancy || 95%&lt;br /&gt;
|-&lt;br /&gt;
| 1.00 * Life Expectancy || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 1.20 * Life Expectancy || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 1.50 * Life Expectancy || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the life expectancy for [[Human]]s is 80, the following are approximate values for them:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Immunity Gain Speed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;54 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 54 || 99%&lt;br /&gt;
|-&lt;br /&gt;
| 56 || 98%&lt;br /&gt;
|-&lt;br /&gt;
| 59 || 97%&lt;br /&gt;
|-&lt;br /&gt;
| 61 || 96%&lt;br /&gt;
|-&lt;br /&gt;
| 63 || 95%&lt;br /&gt;
|-&lt;br /&gt;
| 66 || 94%&lt;br /&gt;
|-&lt;br /&gt;
| 69 || 93%&lt;br /&gt;
|-&lt;br /&gt;
| 72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| 76 || 91%&lt;br /&gt;
|-&lt;br /&gt;
| 79 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 81 || 89%&lt;br /&gt;
|-&lt;br /&gt;
| 83 || 88%&lt;br /&gt;
|-&lt;br /&gt;
| 85 || 87%&lt;br /&gt;
|-&lt;br /&gt;
| 86 || 86%&lt;br /&gt;
|-&lt;br /&gt;
| 88 || 85%&lt;br /&gt;
|-&lt;br /&gt;
| 89 || 84%&lt;br /&gt;
|-&lt;br /&gt;
| 91 || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 93 || 82%&lt;br /&gt;
|-&lt;br /&gt;
| 94 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| 96 || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 97 || 79%&lt;br /&gt;
|-&lt;br /&gt;
| 98 || 78%&lt;br /&gt;
|-&lt;br /&gt;
| 99 || 76%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 75%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
After age 100, immunity linearly decreases to 50% at age 120 and remains there.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
* [[Immunoenhancer]] {{RoyaltyIcon}}: {{+|8%}} per, {{+|16%}} max&lt;br /&gt;
** This is mutually exclusive with [[Detoxifier kidney]]s {{BiotechIcon}}&lt;br /&gt;
* [[Super-immune]] trait: {{+|30%}}&lt;br /&gt;
* [[Moral guide]]'s Preach Health ability {{IdeologyIcon}}: {{+|25%}}&lt;br /&gt;
* [[Strong immunity]] gene {{BiotechIcon}}: {{Good|x110%}}&lt;br /&gt;
* [[Super immunity]] gene {{BiotechIcon}}: {{Good|x150%}}&lt;br /&gt;
* [[Perfect immunity]] gene {{BiotechIcon}}: No effect, prevents most common disease but does not cure existing disease&lt;br /&gt;
* [[Weak immunity]] gene {{BiotechIcon}}: {{Bad|x90%}}&lt;br /&gt;
* [[Inbred]] gene {{BiotechIcon}}: {{Bad|x85%}}&lt;br /&gt;
* [[Mild cell instability]] gene {{BiotechIcon}}: {{Bad|x96%}}, Lifespan factor {{Bad|x80%}}, {{Bad|x300%}} [[Cancer]] rate&lt;br /&gt;
* [[Major cell instability]] gene {{BiotechIcon}}: {{Bad|x92%}}, Lifespan factor {{Bad|x60%}}, {{Bad|x500%}} Cancer rate&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=174033</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=174033"/>
		<updated>2026-01-12T02:02:12Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Removed previous addition as there appears to be no evidence in the code to support this claim and a quick test in a pure vanilla game shows no such mechanic: https://i.imgur.com/ZxcnIQ7.png&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;
&lt;br /&gt;
{{Stub|reason= Missing new Odyssey terrain and weather mechanics}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}&lt;br /&gt;
{{For|the furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - Most plants have light requirements to grow.&lt;br /&gt;
:*  0% only: {{DLC Icons|Nutrifungus}}&lt;br /&gt;
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 51%+: ''All other plants''&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This affects:&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Darklight ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General also two way links}}&lt;br /&gt;
&lt;br /&gt;
Based on a specific colour.&lt;br /&gt;
It pleases [[ideoligion]]s with the [[Ideoligion#Lighting|Lighting: Darklights Preferred]] precept, giving those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, &lt;br /&gt;
&lt;br /&gt;
* [[Darktorch]]&lt;br /&gt;
* [[Fungus darktorch]]&lt;br /&gt;
* [[Standing lamp]] (configured correctly)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances:&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;
{| {{STDT| sortable c_11 text-center}}&lt;br /&gt;
! Name !! &amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Light Radius::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Light Radius&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
{{rwbox&lt;br /&gt;
| nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = &amp;lt;span style=&amp;quot;color:#FF3333&amp;quot;;&amp;gt;'''Warning!''' Trigonometry ahead!&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;This section gets into complicated mathematical detail. Proceed at own risk&lt;br /&gt;
}}&lt;br /&gt;
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).&lt;br /&gt;
&lt;br /&gt;
If you only care about the final formula, go to &amp;quot;Final formula&amp;quot; below. Otherwise, carry on.&lt;br /&gt;
&lt;br /&gt;
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:&lt;br /&gt;
&lt;br /&gt;
:1. Obtain the factor &amp;quot;u&amp;quot; for the given latitude&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75|| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:2. Obtain Sun Position Vector SP = &amp;lt;code&amp;gt;{SPx, SPy, SPz}&amp;lt;/code&amp;gt;. Do note these formulas are not in degrees, but radians.&lt;br /&gt;
:* SPx = -cos(Hour * π / 12)&lt;br /&gt;
:* SPy = -cos(π * Day/30)  * u&lt;br /&gt;
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]&lt;br /&gt;
&lt;br /&gt;
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299 - 4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.&lt;br /&gt;
:*   Δ = arc cos [ ( cos(Latitude) * SPx  + sen(Latitude) * SPy ) /  &amp;lt;span style=&amp;quot;white-space: nowrap&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;span style=&amp;quot;text-decoration:overline;&amp;quot;&amp;gt;&amp;amp;nbsp;1 + SPy&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; ] &amp;lt;!-- I would prefer a math method, but I got a headache trying to make it work right.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).&lt;br /&gt;
&lt;br /&gt;
Do note that the creation of the vector Latitude : &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt; was omitted for simplicity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-MathDetails&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Final Formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-MathDetails&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sunlight formula 5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one.&lt;br /&gt;
cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12)  + sen(Latitude) * cos(PI * Day/30) * u ) /  root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299-4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.&lt;br /&gt;
&lt;br /&gt;
Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&amp;amp;ouid=114344865191558455918&amp;amp;rtpof=true&amp;amp;sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface, odyssey terrains}}&lt;br /&gt;
{{Split|section=1|reason=Individual pages for each terrain. Then make and distribute nav template}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table once all pages created}}&lt;br /&gt;
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}&lt;br /&gt;
While most terrain properties are self-explanatory, some require special attention.&lt;br /&gt;
* '''Path cost''' determines how difficult is to travers a given terrain. &lt;br /&gt;
* '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula &amp;lt;code&amp;gt;13/(13 + Path cost)&amp;lt;/code&amp;gt; rounded.&lt;br /&gt;
* '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are:&lt;br /&gt;
**'''Light''': Supports light structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Medium''': Supports medium structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Heavy''': Supports heavy structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''ShallowWater''': Can be built on with things that are waterproof.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Bridgeable''': [[Bridge]] can be built over this terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Diggable''': Able to build [[grave]]s.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.&amp;lt;br/&amp;gt;&lt;br /&gt;
*'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. &lt;br /&gt;
*'''Tag''' use is unclear. It may be used on map generation.&lt;br /&gt;
&lt;br /&gt;
As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center mw-collapsible}}&lt;br /&gt;
! Type !! Move Speed &amp;lt;br/&amp;gt;Modifier !! [[Plants#Fertility|Fertility]] !! Terrain&amp;lt;br/&amp;gt;Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain&amp;lt;br/&amp;gt;Type !! Beauty&amp;lt;br&amp;gt;Indoors/&amp;lt;br/&amp;gt;Outdoors !! [[Cleanliness]] !! Filth&amp;lt;br/&amp;gt;mask{{ref label|Fmask|1}} !! Dries&amp;lt;br/&amp;gt; To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path&amp;lt;br/&amp;gt;cost]] !! [[Filth#Generation|Generates&amp;lt;br/&amp;gt;Filth]] !! Allows&amp;lt;br/&amp;gt;Special&amp;lt;br/&amp;gt;Attack{{ref label|ASA|3}} !! Others&lt;br /&gt;
|- id=&amp;quot;Broken asphalt&amp;quot;&lt;br /&gt;
! [[Broken asphalt]]&lt;br /&gt;
| 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || -2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} || 0{{Icon Small|silver}}. Removable&lt;br /&gt;
|- id=&amp;quot;Packed dirt&amp;quot;&lt;br /&gt;
! [[Packed dirt]]&lt;br /&gt;
| 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chest-deep moving water&amp;quot;&lt;br /&gt;
! [[Chest-deep moving water]]&lt;br /&gt;
| 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Deep ocean water&amp;quot;&lt;br /&gt;
! [[Deep ocean water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}&amp;lt;br/&amp;gt; ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire&lt;br /&gt;
|- id=&amp;quot;Deep water&amp;quot;&lt;br /&gt;
! [[Deep water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shallow ocean water&amp;quot;&lt;br /&gt;
! [[Shallow ocean water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}&amp;lt;br/&amp;gt; ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Shallow moving water&amp;quot;&lt;br /&gt;
! [[Shallow moving water]]&lt;br /&gt;
| 30% || 0% || ShallowWater&amp;lt;br/&amp;gt; MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}&amp;lt;br/&amp;gt; River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Shallow water&amp;quot;&lt;br /&gt;
! [[Shallow water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Marsh&amp;quot;&lt;br /&gt;
! [[Marsh]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Soil&amp;quot;&lt;br /&gt;
! [[Soil]]&lt;br /&gt;
| 87% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Lichen-covered soil&amp;quot;&lt;br /&gt;
! [[Lichen-covered soil]]&lt;br /&gt;
| 81% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Marshy soil&amp;quot;&lt;br /&gt;
! [[Marshy soil]]&lt;br /&gt;
| 48% || 100% || Light&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Rich soil&amp;quot;&lt;br /&gt;
! [[Rich soil]]&lt;br /&gt;
| 87% || 140% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stony soil&amp;quot;&lt;br /&gt;
! [[Stony soil]]&lt;br /&gt;
| 87% || 70% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sand&amp;quot;&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
| 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
|- id=&amp;quot;Soft sand&amp;quot;&lt;br /&gt;
! [[Soft sand]]&lt;br /&gt;
| 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mud&amp;quot;&lt;br /&gt;
! [[Mud]]&lt;br /&gt;
| 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] ||  [[Hediffs#Mud|Mud]] ||&lt;br /&gt;
|- id=&amp;quot;Ice&amp;quot;&lt;br /&gt;
! [[Ice]]&lt;br /&gt;
| 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Polluted&amp;quot;&lt;br /&gt;
! [[Pollution|Polluted terrain]]{{BiotechIcon}}&lt;br /&gt;
| - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: Applies stats over existing terrain (additive)&amp;lt;br/&amp;gt;Overlay: Changes graphics of affected terrain.&amp;lt;br/&amp;gt;Can be removed.&amp;lt;br/&amp;gt;Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]&amp;lt;br/&amp;gt;Prevents growth of most other plants.&amp;lt;br/&amp;gt;Colonist receive [[toxic buildup]] from waking here.&lt;br /&gt;
|- id=&amp;quot;Rough stone&amp;quot;&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}}  || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Rough-hewn stone&amp;quot;&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Smooth stone&amp;quot;&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All  || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.&amp;lt;br/&amp;gt;Natural, non-generated floor/terrain hybrid.&amp;lt;br/&amp;gt;Paintable&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
&amp;lt;!--|- id=&amp;quot;Fungal Gravel&amp;quot;&lt;br /&gt;
! [[Fungal gravel]]{{IdeologyIcon}}&lt;br /&gt;
| 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.&amp;lt;br/&amp;gt;Requires [[overhead mountain]]&amp;lt;br/&amp;gt;Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Gray Surface&amp;quot;&lt;br /&gt;
! [[Gray surface]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Check}}?  || - || Floor || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. &lt;br /&gt;
|- id=&amp;quot;Flesh Floor&amp;quot;&lt;br /&gt;
! [[Flesh]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Check}} || - || -10/-5 || -3 || {{Check}}? || - || Floor || 2 || ? || {{Cross}} || Behaves like a natural Floor.&amp;lt;br/&amp;gt;Cleaning time Mult 150%&amp;lt;br/&amp;gt;Removable.&amp;lt;br/&amp;gt;Inflammable 32%&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such.&lt;br /&gt;
:{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead.&lt;br /&gt;
:{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name.&lt;br /&gt;
:4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed&lt;br /&gt;
:5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise.&lt;br /&gt;
:{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.&lt;br /&gt;
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth.&lt;br /&gt;
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. &lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Exact details of how large fires on the map cause rain needed. Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here.  [[Odyssey DLC]] weathers need notes as they have additioonal effects, e.g. torrential rain causing flooding.}}&lt;br /&gt;
&amp;lt;!--When a number of fires are detected on a map, the &amp;quot;firewatcher&amp;quot; process will increment progress to rainy weather. Exact mechanics are unknown --&amp;gt;&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. &lt;br /&gt;
&lt;br /&gt;
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. &lt;br /&gt;
&lt;br /&gt;
The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
[[Fire#Rain event|Large fires]] can also influence the weather cycle, and can encourage rainy weather to arrive faster than it would otherwise for the duration of the fire.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style = &amp;quot;text-align: left; font-size:120%;&amp;quot; | Weather types&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! [[Weapons#Accuracy|Accuracy modifier]]&lt;br /&gt;
! Movement speed modifier&lt;br /&gt;
! Wind speed&lt;br /&gt;
! Wind speed modifier&lt;br /&gt;
! Can put out fires&lt;br /&gt;
! Snowing rate&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
|Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Suppresses firewatcher if forced {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
| Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| 120%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| 80%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|-&lt;br /&gt;
| Gray Pall{{AnomalyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that can occur occasionally after the [[Void monolith|Monolith]]{{AnomalyIcon}} has been activated. Colonists inside during gray pall will receive {{Thought| desc=It feels like the world is sick and dying.| label=Gray pall| value=-3| stack=1}} while pawns outside will receive {{Thought| desc=It feels like the world is sick and dying. The putrid air makes me want to vomit.| label=Gray pall exposure| value=-6| stack=1}}.&lt;br /&gt;
|-&lt;br /&gt;
| Windy{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 90%&lt;br /&gt;
| 150-300%&lt;br /&gt;
| 150%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tox rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
| Creates Toxic Buildup on pawns exposed to rain, and -8 thought &amp;quot;Toxic Water&amp;quot;. Does not kill plants like Toxic Fallout.&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|10|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Shuttles can not launch during a sandstorm.&lt;br /&gt;
|-&lt;br /&gt;
| Blind fog{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Reduces maximum range of ALL weapons to 23, everywhere on the map, except for [[Unique weapons]] with the Aim Assistance trait. Also applies to many line-of-sight abilities like [[jump pack]]s and skip [[psycast]]s{{RoyaltyIcon}}. Shuttles can not launch during blind fog.&lt;br /&gt;
|-&lt;br /&gt;
| Overcast{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| 150%&lt;br /&gt;
| Shuttles can not launch during blizzard. &lt;br /&gt;
|-&lt;br /&gt;
| Torrential rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that causes flooding in already wet areas ie. rivers, marches, etc. flooding can be contained by placing walls or bridges along wet areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunder and flashstorms, or artificially with the [[Flashstorm (psycast)|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -&amp;gt; 22. Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lung_rot&amp;diff=173758</id>
		<title>Lung rot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lung_rot&amp;diff=173758"/>
		<updated>2026-01-07T16:07:27Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Verified incorrect, nothing other than the lung implants or Perfect Immunity makes a pawn immune to further lung rot infections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Treatment, causes, general. Numbers on MTB cases for severity would be very useful.}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
'''Lung rot''' is a long-lasting [[disease]] that can be fatal if untreated.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Lung rot appears after prolonged exposure to [[rot stink]], and affects both of a person's lungs. It can't be acquired from an [[event]].&lt;br /&gt;
&lt;br /&gt;
The higher the [[rot stink|&amp;quot;rot stink&amp;quot; hediff]] severity, the more likely common the disease is. At 0.5 severity, there is an {{MTB}} of 8 days at 0.5 severity to get this disease. This goes up to a {{MTB}} of 0.5 days at 1.0 severity.{{Check Tag|Mechanics?|How does this scale? Linear or a curve?}}&lt;br /&gt;
&lt;br /&gt;
Lung rot is not fatal if well-treated (some combination of good doctor, medicine, or facilities.)  Each lung must be treated separately.  As long as every treatment is 30% or higher, the disease will not progress. After 3-4 treatments over 6-8 days the disease will disappear.&lt;br /&gt;
&lt;br /&gt;
===Prevention===&lt;br /&gt;
Preventing colonists from inhaling rot stink gas, which is done by avoiding rotten [[corpse]]s; a rot stink severity of at least 0.5 is required to contact lung rot. Try to avoid being in melee with [[scaria]]-infested [[animal]]s, as they will immediately rot on death. Otherwise, haul, [[grave|bury]], [[fire|burn]], or [[electric crematorium|cremate]] corpses in a timely manner, or wait for them to finish rotting.&lt;br /&gt;
&lt;br /&gt;
In the [[Biotech DLC]]{{BiotechIcon}}, [[face mask]]s, [[gas mask]]s, and other sources of [[Toxic Environment Resistance]] all reduce the severity of rot stink.&lt;br /&gt;
&lt;br /&gt;
[[Detoxifier lung]]s{{BiotechIcon}} are immune to rot stink. Each detoxifier lung also increases Toxic Environment Resistance, so if a pawn only has 1 artificial lung, the other one will be partially protected.&lt;br /&gt;
&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;
== Stages ==&lt;br /&gt;
These are the following stages in which lung rot will progress through, and the effects it has on the victim. Note that the effects are generally doubled as lung rot usually occurs in both lungs at the same 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;
| '''Lung rot (minor)''' || 0 - 0.59 severity ||&lt;br /&gt;
* {{++|5%}} [[Pain]]&lt;br /&gt;
* {{--|5%}} [[Breathing]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lung rot (major)''' || 0.6 - 0.84 severity ||&lt;br /&gt;
* {{++|5%}} Pain&lt;br /&gt;
* {{--|10%}} Breathing&lt;br /&gt;
|-&lt;br /&gt;
| '''Lung rot (Extreme)''' || 0.85 - 0.99 severity ||&lt;br /&gt;
* {{++|10%}} Pain&lt;br /&gt;
* {{--|15%}} Breathing&lt;br /&gt;
* {{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lung rot (Extreme)''' || 1.00 severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression ===&lt;br /&gt;
*Severity increases by 0.300 per day.&lt;br /&gt;
*Treatment slows progression by a maximum of 1.000 per day.&lt;br /&gt;
**This means the disease will regress by 0.700 per day at 100% tend quality.&lt;br /&gt;
**Progression will pause at 30% tend quality or higher.&lt;br /&gt;
**Note that good treatment will not cause the disease to go away on its own.&lt;br /&gt;
&lt;br /&gt;
The disease resolves after 4-8 days, independent of the patient's immune functioning. &amp;lt;!--The XML for lung rot specifies disappearsAfterTicks, same as a mechanite disease--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Treatment can be done using medicine which suppresses the disease, preventing it from reaching fatal stages. Pawns do not need to rest, as no immunity is gained.&lt;br /&gt;
&lt;br /&gt;
As long as it is tended by a decent doctor, lung rot isn't particularly threatening to a pawn's life. The real downside is the time and medicine consumed for treatment, especially if many pawns get lung rot at the same time. It is possible to reach &amp;gt;30% tend quality even without medicine, if you have a great doctor and hospital setup.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Rotstink exposure now causes lung rot in Core. Previously the effects were defined in Core, and the [https://store.steampowered.com/news/app/294100?emclan=103582791454681671&amp;amp;emgid=3294970071159733465 Steam announcement] for Update 1.4 mentioned it as a Core feature, however rot stink exposure and lung rot would not be applied without the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=173748</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skills&amp;diff=173748"/>
		<updated>2026-01-07T15:58:57Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Removing the unnecessary mining yield explanation as there's a link to the dedicated page for Mining Yield literally right below it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:skills_preview.png|right]][[File:skill_increase_anim.gif|268px|right|Increasing skills of a colonist that's currently building something.]]&lt;br /&gt;
Every pawn in RimWorld has a set of '''skills''' which govern their speed and success in the various types of [[work]]. &lt;br /&gt;
&lt;br /&gt;
Performing certain jobs will award '''experience points''' (XP) towards improving a pawn's skill, reflected by their skill '''level'''. A pawn's skill levels can be viewed by selecting the pawn with the cursor, then navigating to the Bio tab in the pawn inspect pane.&lt;br /&gt;
Pawns may have a '''Passion''' for a skill which increases the rate of XP gain and [[mood]], represented by an adjacent fire symbol in the pawn's Bio menu. Conversely, a skill may be entirely prevented by a pawn's [[backstory]] or [[trait]]s, which is represented by &amp;quot; -- &amp;quot; dashes in place of the level number. &lt;br /&gt;
&lt;br /&gt;
A high skill level will grant improved speed and success in relevant jobs, up to Level 20. A low skill level will result in slow, poor performance at a related job, including Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor [[quality]] crafting products. &lt;br /&gt;
&lt;br /&gt;
Possible pawn skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
Skills are improved by performing certain associated jobs, although some few related tasks do not provide skill experience.  Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, both of which will eventually level up the skill. The resulting higher skill level then improves the performance in all associated tasks and types of work.  Skills are leveled up individually, and there is no single &amp;quot;character level&amp;quot; as in many role playing games.&lt;br /&gt;
&lt;br /&gt;
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article on skill training]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Skills vs work types ===&lt;br /&gt;
Skills and work types (or &amp;quot;tasks&amp;quot;) are two different, but related, concepts.  In some cases, like &amp;quot;mine&amp;quot; (work type) and &amp;quot;mining&amp;quot; (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' &amp;quot;tailor&amp;quot; and &amp;quot;smith&amp;quot;, for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. &amp;quot;haul&amp;quot;, &amp;quot;clean&amp;quot; and &amp;quot;firefight&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.&lt;br /&gt;
&lt;br /&gt;
In general, you want colonists to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (improves the associated skill faster and also keep them happy while working).&lt;br /&gt;
&lt;br /&gt;
=== Improving skills ===&lt;br /&gt;
{{Rewrite|section=1|reason=1) Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion 2) [[Ideoligion#Ranching]] precept inc effect and order of operations}}&lt;br /&gt;
Skill leveling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''leveled up'' when certain thresholds are reached. Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill.  This means that '''skill training is more effective the lower the skill level is.'''&lt;br /&gt;
&lt;br /&gt;
When a player pawn gains a new level in a skill, a text mote will be displayed.&lt;br /&gt;
&lt;br /&gt;
Experience points are generally gained at consistent rate per unit [[time]] - that is, while the rate may vary from one task to another, when performing a given task the only other factor is the time spent doing it.  As higher skill levels often increase the speed a pawn performs tasks, this means that more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. This is not true for all tasks however, and some will simply give a lump sum of experience for each task completed.&lt;br /&gt;
&lt;br /&gt;
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Real XP gained = Global Learning Factor x [[#Passion|Passion Multiplier]] x Base XP gained &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a soft cap of 4000 '''net''' XP gained per day per skill. Any XP gains past this point are multiplied by 20%.{{Check Tag|Clarify|How does this work for chunks of experience? If some action were assigned to give a lump sum of 5000 experience, would a pawn gain the full 5000, or would the pawn gain 4200?}} This cap resets a few seconds after midnight. Any XP losses will apply against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from [[Skilltrainer]]s does not apply to this cap, nor is it affected by the 20% multiplier.&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's [[Bio]] tab. These passions increases the rate at which a pawn learns specific skills, and may provide them a [[mood]] boost when performing activities related to the skill. Skill gains from using a [[skilltrainer]] are influenced by ''passion'', making the item more valuable when used by characters with a passion for the associated skill. Typically, passion cannot be gained or lost in an adult pawn's lifetime, however [[children]]{{BiotechIcon}} may gain passions at [[Children#Growth moments|growth moments]] and the addition or removal of [[Genes#Aptitudes|Skill Aptitude xenogenes]]{{BiotechIcon}} can also affect passions.{{Check Tag|Incapable of?|What happens to passions on a suppressed skill when a pawns becomes incapable? Some tasks that use that skill can still be performed, despite the incapability and its effects are needed}}&lt;br /&gt;
&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| || '''''None: ''''' || &amp;amp;nbsp;No flames. 35% multiplier on experience gain. This is the most common passion level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || &amp;amp;nbsp;One flame. 100% multiplier on experience gain and +8 mood (&amp;quot;Minor passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMajor.png|24px|left]]  || '''Burning: ''' || &amp;amp;nbsp;Two flames. 150% multiplier on experience gain and +14 mood (&amp;quot;Burning passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Global Learning Factor ====&lt;br /&gt;
{{See also|Global Learning Factor}}&lt;br /&gt;
&lt;br /&gt;
A pawn has a default Global Learning Factor of 100%. Some traits, implants, Genes, and Hediffs can effect Global Learning Factor as an Offset, or a factor. Offsets are added to the base value of 100%. Then, the sum is multiplied by any applicable factors. For example, a pawn with the Fast Learner trait and a Learning Assistant implant has a final Global Learning Factor of 195%.&lt;br /&gt;
&lt;br /&gt;
'''Offsets'''&lt;br /&gt;
* [[Too smart|Too Smart]] trait: {{+|75%}}, while also inflicting a penalty to [[Mental Break Threshold|mental break threshold]].&lt;br /&gt;
* [[Fast learner|Fast Learner]] trait: {{+|75%}}&lt;br /&gt;
* [[Slow learner|Slow Learner]] trait: {{--|75%}}&lt;br /&gt;
* [[Learning assistant]] implant {{RoyaltyIcon}}: {{+|20%}}&lt;br /&gt;
* [[Neural supercharger]] building {{IdeologyIcon}}: {{+|25%}}&lt;br /&gt;
* [[Gene#Quick study|Quick study]] gene {{BiotechIcon}}: {{+|50%}}&lt;br /&gt;
&lt;br /&gt;
'''Factors'''&lt;br /&gt;
* [[Gene#Slow study|Slow study]] gene {{BiotechIcon}}: {{Bad|×50%}}&lt;br /&gt;
&lt;br /&gt;
==== Experience multiplier table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% !! 300% !! 305% !! 320% !! 325% !! 345% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% || {{#expr: 0.35* 300}}% || {{#expr: 0.35* 305}}% || {{#expr: 0.35* 320}}% || {{#expr: 0.35* 325}}% || {{#expr: 0.35* 345}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% || 300% || 305% || 320% || 325% || 345% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 1.5* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% || {{#expr: 1.5* 300}}% || {{#expr: 1.5* 305}}% || {{#expr: 1.5* 320}}% || {{#expr: 1.5* 325}}% || {{#expr: 1.5* 345}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
Beyond skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points, and then losing a further 1000 points, preventing repeated level loss and gain right around a level threshold. Experience decay is strictly calculated based on the current skill level and is not directly affected by skill use; Instead, gained XP simply cancels out loss, and vice versa.&lt;br /&gt;
&lt;br /&gt;
XP decays at an accelerated rate with higher skill levels.  This means that all XP earned after 55,000 total XP (level 10) effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed: Working faster does not make it easier or faster to gain XP, or compensate the decay loss. Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession. &lt;br /&gt;
&lt;br /&gt;
The [[Great memory]] trait halves the skill decay rate for a pawn. The [[Perfect memory]] trait, which is only found on some [[Creepjoiner]]s,{{AnomalyIcon}} will entirely prevent all skill decay.&lt;br /&gt;
&lt;br /&gt;
=== Skill point acquisition strategy ===&lt;br /&gt;
{{Stub|section=1|reason=Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.}}&lt;br /&gt;
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one &amp;quot;expert&amp;quot;, except for the artisan professions where it is usually good to have true experts in the colony.&lt;br /&gt;
&lt;br /&gt;
For example, you need to acquire about 150,000 XP to make one colonist a &amp;quot;region-known master&amp;quot; (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 (&amp;quot;solid professional&amp;quot;).  This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything [[quality]] is a notable exception to this.&lt;br /&gt;
&lt;br /&gt;
=== Experience table ===&lt;br /&gt;
Level 20 is the highest skill level achievable for a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Name&lt;br /&gt;
! Total experience required&lt;br /&gt;
! Experience till next level&lt;br /&gt;
! Experience decay rate (exp/day)&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Incapable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Barely heard of it&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Utter Beginner&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Beginner&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Basic Familiarity&lt;br /&gt;
| 6000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Some Familiarity&lt;br /&gt;
| 10000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Significant Familiarity&lt;br /&gt;
| 15000&lt;br /&gt;
| 6000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Capable Amateur&lt;br /&gt;
| 21000&lt;br /&gt;
| 7000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Weak Professional&lt;br /&gt;
| 28000&lt;br /&gt;
| 8000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Employable Professional&lt;br /&gt;
| 36000&lt;br /&gt;
| 9000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Solid Professional&lt;br /&gt;
| 45000&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Skilled Professional&lt;br /&gt;
| 55000&lt;br /&gt;
| 12000&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Very skilled Professional&lt;br /&gt;
| 67000&lt;br /&gt;
| 14000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Expert&lt;br /&gt;
| 81000&lt;br /&gt;
| 16000&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Strong Expert&lt;br /&gt;
| 97000&lt;br /&gt;
| 18000&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Master&lt;br /&gt;
| 115000&lt;br /&gt;
| 20000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Strong Master&lt;br /&gt;
| 135000&lt;br /&gt;
| 22000&lt;br /&gt;
| 540&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Region-Known Master&lt;br /&gt;
| 157000&lt;br /&gt;
| 24000&lt;br /&gt;
| 840&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Region-Leading Master&lt;br /&gt;
| 181000&lt;br /&gt;
| 26000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Planet-Known Master&lt;br /&gt;
| 207000&lt;br /&gt;
| 28000&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Planet-Leading Master&lt;br /&gt;
| 235000&lt;br /&gt;
| 30000&lt;br /&gt;
| 2400&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Legendary Master&lt;br /&gt;
| 265000&lt;br /&gt;
| 32000&lt;br /&gt;
| 3600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these values are considered before genes that affect skills. For example, a pawn with good social would only need 1000 experience points to get from level 4 to 5.&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
{{Split|section=1|reason=Split into individual skill pages and leave short summaries and links here. will allow better explanations of what trains each skill and how, and allow training considerations to be added}}&lt;br /&gt;
Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency.  How much experience is gained depends on the ''passion'' for the skill.  See [[#Passion|passion]] below.&lt;br /&gt;
&lt;br /&gt;
On this page, where experience gains are listed, an &amp;quot;Interested&amp;quot; passion with 100% skill gain is assumed.  Note that this is not the &amp;quot;default&amp;quot; passion; &amp;quot;no passion&amp;quot; at 35% gain is far more common.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
{{For|a list of skills that animals can learn|Animals#Training}}&lt;br /&gt;
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals.&lt;br /&gt;
&lt;br /&gt;
Higher ''animals'' skill has the following benefits:&lt;br /&gt;
* Chance to tame a wild animal increases.  Some animals can not even be attempted to be tamed if the ''animals'' skill is too low.&lt;br /&gt;
* Chance to successfully train a domesticated animal increases.&lt;br /&gt;
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.&lt;br /&gt;
* Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races.  The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master.&lt;br /&gt;
* It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating.  It still requires ''shooting'' skill for the colonist to be able to kill the animal.&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Animals]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at an [[art bench]].  &lt;br /&gt;
&lt;br /&gt;
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.&lt;br /&gt;
&lt;br /&gt;
The beauty and market value of sculptures increases tremendously at the highest quality levels.  Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base.&lt;br /&gt;
&lt;br /&gt;
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:&lt;br /&gt;
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a blueprint, its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.&lt;br /&gt;
* Deconstructing existing structures back into raw materials.&lt;br /&gt;
* Building and tearing down roofs.&lt;br /&gt;
* Laying and removing flooring, like carpet, concrete and stone tiles.&lt;br /&gt;
* Smoothing rock walls and stone floors.&lt;br /&gt;
&lt;br /&gt;
Higher ''construction'' skill will&lt;br /&gt;
* allow the construction of more difficult to build structures.&lt;br /&gt;
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.&lt;br /&gt;
* reduce the chance of a construction effort to be &amp;quot;botched&amp;quot;, which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted).  The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.&lt;br /&gt;
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.&lt;br /&gt;
&lt;br /&gt;
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.&lt;br /&gt;
&lt;br /&gt;
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Construction]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&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;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Construction skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Construction]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cooking ===&lt;br /&gt;
The cooking skill affects how long it takes to cook [[meals]] and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.&lt;br /&gt;
&lt;br /&gt;
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab and cooking [[psychite tea]] at a campfire or stove.&lt;br /&gt;
&lt;br /&gt;
A Cooking skill of {{Q|Lavish meal|Skill 1 Level}} is required to be able to cook every item, a skill of 9 achieves the minimum [[Food Poison Chance]], and a skill of 10 gives maximum [[Butchery Efficiency]] - assuming a healthy but otherwise unaugmented pawn. Levels above this only increase the speed of tasks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Simple Meal&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Fine Meal&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
| Lavish meal&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Pemmican&lt;br /&gt;
| 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&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;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Cooking skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Cooking]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
The crafting skill affects the creation of many of the items under the [[Work#Smith|smith]], [[Work#Tailor|tailor]] and [[Work#Craft|craft]] work types. It does so in two ways; crafting quality and minimum crafting levels.&lt;br /&gt;
&lt;br /&gt;
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], and [[Weapons]]. The quality of things such as [[Sculptures]] and [[Buildings]] are instead controlled by the [[#Artistic|Artistic]] and [[#Construction|Construction]] skills respectively.&lt;br /&gt;
&lt;br /&gt;
The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[General Labor Speed]] and the amount of labor required in the bill. &lt;br /&gt;
&lt;br /&gt;
Many work [[bill|bills]] of the [[Work#Smith|Smith]], [[Work#Tailor|Tailor]] and [[Work#Craft|Craft]] work types have a required minimum Crafting skill level. This restricts the creation of some items to skilled crafters regardless of their possible quality.&lt;br /&gt;
&lt;br /&gt;
The Crafting skill also determines the time required to shred [[mechanoid]]s, and the amount of resources produced from doing so.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&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;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Items with a required Crafting skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Crafting]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{{Main|Doctoring}}&lt;br /&gt;
&lt;br /&gt;
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. &lt;br /&gt;
&lt;br /&gt;
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain.  Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.&lt;br /&gt;
&lt;br /&gt;
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient.  The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''.  It is not advisable to let an impaired doctor perform surgery.&lt;br /&gt;
&lt;br /&gt;
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.&lt;br /&gt;
&lt;br /&gt;
Medical skill can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.  This costs 1 medicine per procedure, but only requires [[herbal medicine]].  The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia.&lt;br /&gt;
&lt;br /&gt;
Performing ''surgery'' trains the ''medical'' skill.  The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon).&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Medical]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
The melee skill determines a characters' effectiveness with [[melee weapons]] namely, their chance to:&lt;br /&gt;
* Land a hit in melee (''see [[Melee Hit Chance]]'')&lt;br /&gt;
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')&lt;br /&gt;
The tables below are post-processed chances for a healthy pawn.&lt;br /&gt;
{{col-begin|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to hit'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|50%&lt;br /&gt;
|62%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|53%&lt;br /&gt;
|65%&lt;br /&gt;
!11&lt;br /&gt;
|81%&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|56%&lt;br /&gt;
|68%&lt;br /&gt;
!12&lt;br /&gt;
|82%&lt;br /&gt;
|86%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|59%&lt;br /&gt;
|71%&lt;br /&gt;
!13&lt;br /&gt;
|83%&lt;br /&gt;
|87%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|62%&lt;br /&gt;
|74%&lt;br /&gt;
!14&lt;br /&gt;
|84%&lt;br /&gt;
|88%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|65%&lt;br /&gt;
|77%&lt;br /&gt;
!15&lt;br /&gt;
|85%&lt;br /&gt;
|89%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|68%&lt;br /&gt;
|80%&lt;br /&gt;
!16&lt;br /&gt;
|86%&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|71%&lt;br /&gt;
|81%&lt;br /&gt;
!17&lt;br /&gt;
|87%&lt;br /&gt;
|90.3%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|74%&lt;br /&gt;
|82%&lt;br /&gt;
!18&lt;br /&gt;
|88%&lt;br /&gt;
|90.6%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|77%&lt;br /&gt;
|83%&lt;br /&gt;
!19&lt;br /&gt;
|89%&lt;br /&gt;
|90.9%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|80%&lt;br /&gt;
|84%&lt;br /&gt;
!20&lt;br /&gt;
|90%&lt;br /&gt;
|91.2%&lt;br /&gt;
|}&lt;br /&gt;
{{col-2|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to dodge'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Melee]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Mining]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Intellectual ===&lt;br /&gt;
This skill affects the speed at which [[research]] is completed.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. Some plants require a minimum plants skill in order to plant them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Plants]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&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;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Plants with a minimum Plants skill level to sow:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Minimum Required Growing Skill, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with [[ranged weapons]].&lt;br /&gt;
&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that shooting accuracy for the pawn is calculated '''per tile''', meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4%.&lt;br /&gt;
&lt;br /&gt;
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.&lt;br /&gt;
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Social]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added. &lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals skill added.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation. Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Can train shooting and melee on colony mechanoids.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Molotov_cocktails&amp;diff=173746</id>
		<title>Molotov cocktails</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Molotov_cocktails&amp;diff=173746"/>
		<updated>2026-01-07T15:47:22Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Corrected explosion from damage threshold. Verified via decompiler -- this is the default value for CompExplosive as molotovs do not override the default.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Molotov cocktails&lt;br /&gt;
| image = Molotov.png&lt;br /&gt;
| description = Glass bottles filled with flammable liquid, with a burning cloth in the neck. A favorite weapon for hooligans and desperate warriors from rim to rim.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 10&lt;br /&gt;
| damage type = Flame&lt;br /&gt;
| mode = Single Thrown&lt;br /&gt;
| warmup = 90&lt;br /&gt;
| cooldown = 160&lt;br /&gt;
| burst = 1&lt;br /&gt;
| aimSub = 3.8&lt;br /&gt;
| range = 12.9&lt;br /&gt;
| accuracy = -&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| velocity = 12&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 1.1&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Machining&lt;br /&gt;
| resource 1 = Cloth&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 80&lt;br /&gt;
| marketvalue = 245&lt;br /&gt;
| work to make = 6000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| mass base = 1.0&lt;br /&gt;
| has quality = False&lt;br /&gt;
| weaponTags = GrenadeDestructive, GrenadeFlame&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
'''Molotov cocktails''' are short ranged, thrown [[weapons]] that have a forced miss radius but deal flame damage and set a 3x3 &amp;quot;plus-shaped&amp;quot; ('''+''') area on fire where they land. They are not consumed on use and do not use any ammo.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also be [[Trade|purchased]] from orbital pirate merchants and orbital combat suppliers, [[outlander]] [[faction base]]s, or obtained from the following [[raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Raider is linked instead of a faction because its a Mercenary used by both Outlanders and Pirates--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Raider#Grenadier|Grenadier]] || 50% || Normal || 70-230%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Molotov cocktails.png|thumb|left|200px|Molotov cocktails range and AoE]]&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
Molotov cocktails are weapons. They take up the weapon slot and will not run out of ammo. They are blocked by walls, but the blast ignores [[cover]]. When choosing a target, a circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot.&lt;br /&gt;
&lt;br /&gt;
Molotovs deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]]  damage in a {{P|Blast Radius}} tile radius. They are thrown from a very short range of {{P|Range}} tiles and have moderate aiming time; they explode immediately on landing. With a forced miss radius of 1.9 tiles, an unobstructed molotov always lands within 1 grid tile (including diagonals) of the target. This means [[Shooting]] skill, [[shooting accuracy]], and health of the grenadier is irrelevant. [[Aiming time]] effects still apply, however.&lt;br /&gt;
&lt;br /&gt;
Flame damage will possibly ignite pawns. The impact will create [[Filth#Chemfuel puddle|chemfuel puddles]], which will then ignite and burn, causing general [[fire]]s.{{Check Tag|Puddle behavior?|Are there always 5 puddles, do they always ignite etc.}} Pawns on fire will run wildly and are unable to attack.&lt;br /&gt;
&lt;br /&gt;
{{Pyromaniac Weapon Note}}&lt;br /&gt;
=== Item ===&lt;br /&gt;
When damaged with [[Damage Types#Flame|Flame]] damage below 20% of its health, the cocktails will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 10 Flame damage in a 2.66 tile radius around itself, without leaving chemfuel puddles. They cannot be smelted in an [[electric smelter]].&lt;br /&gt;
&lt;br /&gt;
Molotov cocktails have no [[quality]] - every set of molotovs will have the same stats, regardless of the skill of the crafter.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Molotovs are dubious in raw combat. Molotovs are better in a supporting role, being one of the few weapons that start fires. Pawns that are on fire will stop attacking and run wildly, making them easy targets. But fire on its own isn't very strong, molotovs have a short range, and fire can lead to collateral damage. Without manual oversight, grenades are inefficient against moving targets. However, due to the forced miss, they can be a viable alternative weapon for pawns with low shooting skill or health issues.&lt;br /&gt;
&lt;br /&gt;
When throwing a cocktail down an 1-tile wide alley, a pawn can consistently throw a cocktail 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short. This can be relevant to prevent friendly fire or damaging defenses during combat. Watch out when using these in place of [[frag grenades]] when melee blocking, as the fire can allow enemies to clip past your blockers, allowing them to surround the blockers or attack your backline. &lt;br /&gt;
&lt;br /&gt;
Because it relies on fires, [[rain]] significantly diminishes its outdoor utility. Note that the game has a &amp;quot;firewatcher&amp;quot;, and will automatically start rain if fires get too out of control.&lt;br /&gt;
&lt;br /&gt;
=== Fire traps ===&lt;br /&gt;
Molotovs become much more useful as a general firestarter. Burning down flammable structures is a very powerful tactic, though it can be costly.&lt;br /&gt;
&lt;br /&gt;
Place fuel like wooden [[barricade]]s or [[straw matting]] where you want things to burn. Then, lure and trap [[raider]]s (or other enemies) inside. &lt;br /&gt;
* In a mountain, you can use fire to burn any [[infestation]]s that spawn inside your pawn's bedrooms.&lt;br /&gt;
* You can use wooden [[column]]s/walls as fuel, and use them to support [[roof]]s. In the absence of other support, burning the wall will cause a [[Roof#Roof_collapse|roof collapse]].&lt;br /&gt;
&lt;br /&gt;
In a dedicated &amp;quot;oven&amp;quot; or &amp;quot;burn tunnel&amp;quot;, fire can kill infinitely many human pawns. So long as a place is [[roof]]ed and &amp;quot;Indoors&amp;quot;, temperatures will rapidly rise. As [[heatstroke]] is the way most pawns are [[downed]], no amount of heat protection will save an organic pawn. Note that [[mechanoid]]s are completely immune to both fire and heatstroke. Heatstroke ignores the usual [[AI Storytellers#Enemy death on downed|death on downed]] chance with combat, allowing you to easily capture pawns and recover untainted [[armor]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Ancient danger fire.png|'''Fire being used to handle an [[ancient shrine]]'s cryptosleep caskets, once the initial threats are cleared.&amp;lt;br&amp;gt;Place some fuel, toss molotovs from outside until the room reaches ~ {{Temperature|400}}, then shoot the caskets to open them. '''&lt;br /&gt;
File:Ancient danger fire2.png|'''Even with [[firefoam pop pack]]s: it isn't the fire that kills, its the heatstroke (usually).&amp;lt;br&amp;gt;Deconstructing 1 wall will make the room &amp;quot;Outside&amp;quot;, turning it from 800°C to 23°C. This allows you to easily capture pawns, untainted armor, and the rest of their gear.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
Fire is very useful to dispose of flammable items, like [[corpse]]s. Simply gather all unwanted items in a fireproof room (like using stone for walls and floor), draft a pawn, and throw the cocktail. Make sure to remove the Home Area around the room, so that pawns don't try and extinguish the fire. Molotovs throw faster and are significantly cheaper to produce than [[incendiary launcher]]s, so are better for this purpose. For [[corpse]]s, watch out for [[rot stink]]; haul corpses quickly and wait for the rot to wear before burning.&lt;br /&gt;
&lt;br /&gt;
In extremely cold temperatures, fire can be a last resort in order to create [[temperature|heat]]. Use with extreme caution - fire can quickly go out of control, and temperatures easily get too hot. Typically, colonies with access to molotovs also have access to [[heater]]s.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&amp;lt;!--Added in or prior to Version/0.1.334--&amp;gt;&lt;br /&gt;
* 1.0 - Received a crafting recipe.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Grenade throws are rendered in an arc.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:Flame Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=173743</id>
		<title>Golden cube</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=173743"/>
		<updated>2026-01-07T15:32:41Z</updated>

		<summary type="html">&lt;p&gt;Aelanna: Correcting the gold drop amount - verified via decompiler.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Requires confirmation on effects, compilation of disposal methods, information on anomaly study, etc.}}&lt;br /&gt;
{{About|the miscellaneous object added by the [[Anomaly DLC]]|the object used in an [[Ideoligion]]'s [[Reliquary]]|Relic}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Golden cube&lt;br /&gt;
| image = Golden cube.png&lt;br /&gt;
| description = A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention by the delightful way light plays across its welcoming surface.&amp;lt;br /&amp;gt;The cube seems impervious to most damage.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| market value = 1200&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| beauty = 400&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = GoldenCube&lt;br /&gt;
| label = golden cube&lt;br /&gt;
| category = Item&lt;br /&gt;
}}&lt;br /&gt;
The '''golden cube''' is an inanimate [[entity]] item added in the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
There are two ways to acquire the golden cube:&lt;br /&gt;
* The [[Mysterious cargo]] quest involves either a neutral/allied planetary [[faction]] or an anonymous AI asking you to take an unspecified item off their hands, along with a sizable payment. One of the =randomly selected options for the cargo is the golden cube. For further information about the quest, see that page. The golden cube appears with a blue &amp;quot;Mysterious Cargo&amp;quot; letter when it lands on your map. &lt;br /&gt;
* Performing the [[Void provocation]] ritual can result in the appearance of a golden cube on your map. The monolith must be at least at Level 2 for the Golden Cube to appear after a Void Provocation. The golden cube appears with an orange &amp;quot;Golden Cube&amp;quot; letter when it appears on your map via Void Provocation.&lt;br /&gt;
* Note that these events can stack in order to acquire multiple cubes at the same time, posing a bigger hindrance than &amp;quot;only&amp;quot; one cube.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
At first glance, the golden cube is a harmless - if useless - item, which can be [[haul]]ed, [[stockpile]]d, carried, and [[caravan]]ed with no apparent effect. However, its presence on the map will gradually produce a powerful, deleterious influence on your colonists. This influence will only stop once the cube has been [[#Deactivation|deactivated]], though not without further consequences. The cube cannot be destroyed until it has been deactivated, and despite its significant market value, it cannot be sold under any circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Unlike most anomalous [[entities]], the cube does not need to be contained or suppressed. It can simply be kept in storage until pawns move to study or play with it. Each study session produces a total of 2 advanced knowledge, and it can be studied every 2 days. You can, however, prevent pawns from interacting with it by forbidding it. This prevents obsession from worsening, but will not stop the cube from choosing new victims.&lt;br /&gt;
{{Check Tag|Detail Needed|If the cube is placed in a caravan, will it affect the caravaneers? If so, will it affect them, or colonists on a map, as well? Will it affect pawns if placed in an Odyssey DLC shuttle?}}&lt;br /&gt;
&lt;br /&gt;
=== Cube interest ===&lt;br /&gt;
{{Quote| &amp;quot;This person is drawn to the golden cube. If separated from the cube for too long, they'll start to experience negative effects.&amp;quot;}}&lt;br /&gt;
When the cube spawns on the map, one [[colonist]] will immediately gain the cube interest health effect. Over time, other colonists will become afflicted as well. On average, another colonist becomes cube interested every 12 days. Once a pawn becomes interested, however, they will experience a series of buffs and debuffs that get more severe as the affliction progresses, and severe negative [[thought]]s if they don't interact with the cube regularly. &lt;br /&gt;
&lt;br /&gt;
Initially, the effects are fairly benign; a cube-curious pawn will begin at 10% interest, and will stop work to play with the cube roughly once a day. This takes one in-game hour and cannot be interrupted once it begins except by drafting them. Additionally, all social interactions they engage in will now involve talking about the cube, &amp;quot;Wandering&amp;quot; activity wil now be called &amp;quot;Wandering and thinking about the cube.&amp;quot; and psyfocus meditation will be changed to &amp;quot;Meditating on the cube.&amp;quot; but all three are purely cosmetic changes. In exchange, the pawn experiences the {{Thought|label= Cube Joy|desc= My wonderful cube. My precious cube. I love it. It's so beautiful.|value=+15|stack=1|duration=1}}. Each interaction with the cube increases a pawn's interest level by around 6 to 9 percent, progressing the pawn to more disruptive behaviors. You will receive a notification each time a pawn's obsession worsens.&lt;br /&gt;
&lt;br /&gt;
At any interest level over 10%, your affected pawns will occasionally stop work to build [[cube sculpture]]s, curious artistic objects that provide a small amount of beauty but require no resources. Although the sculptures are marginally useful, these mental breaks can occur at any time, including in the middle of combat. Frequency of these events is tied to the interest level, occurring rarely at first but multiple times a day as a pawn's interest reaches its later stages. Also, be aware that destruction of these sculptures can result in severe mood penalties and berserker mental breaks.&lt;br /&gt;
&lt;br /&gt;
Interest over 33% is considered &amp;quot;Fascinated.&amp;quot; Along with the previous effects, these pawns now have a small chance{{Check Tag|Frequency?}} of suffering random mental breaks during which they wander in a daze, thinking about the cube. They are also distracted from their tasks the rest of the time, working at only 90% normal speed. This is balanced out slightly by the fact that their Sleep level falls at 80% its normal rate.&lt;br /&gt;
&lt;br /&gt;
The final stage - &amp;quot;Obsessed&amp;quot; - sets in once interest level reaches 66%. At this stage, the sculpture and daze events occur more frequently,{{Check Tag|Frequency?}} and the modifiers your pawns experience are doubled: 60% Sleep fall rate and 80% work speed. On top of that, your pawns suffer a +4% penalty to their mental break threshold. Given how much time your pawns spend doing cube-related activities - none of which have any impact on Recreation - your pawns will soon find themselves either miserable and Recreation-deprived or unable to find time to do actual work.&lt;br /&gt;
&lt;br /&gt;
The alternative to allowing your pawns to progress their interest is to forbid the cube. So long as the item is forbidden, your pawns will be unable to worsen their interest, instead going into cube withdrawal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Severity&lt;br /&gt;
! [[Sleep|Sleep Fall Rate]]&lt;br /&gt;
! [[Work|Global Work Speed]]&lt;br /&gt;
! Other effects&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Curious (Initial)&lt;br /&gt;
| 0-10%&lt;br /&gt;
| x100%&lt;br /&gt;
| x100%&lt;br /&gt;
| Occasionally play with cube or suffer withdrawal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Curious &lt;br /&gt;
| &amp;gt;10%&lt;br /&gt;
| x100%&lt;br /&gt;
| x100%&lt;br /&gt;
| Same as above, plus chance of cube sculpture mental break.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fascinated&lt;br /&gt;
| &amp;gt;33%&lt;br /&gt;
| {{Good|x80%}}&lt;br /&gt;
| {{Bad|x90%}}&lt;br /&gt;
| Same as above, plus chance of cube daze mental break.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Obsessed&lt;br /&gt;
| &amp;gt;66%&lt;br /&gt;
| {{Good|x60%}}&lt;br /&gt;
| {{Bad|x80%}}&lt;br /&gt;
| Same as above with greater frequency,  plus {{Bad|+4% Mental Break Threshold}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cube sculptures ====&lt;br /&gt;
{{Split|section=1|destination=Cube sculpture|reason=Would be easier to do stats atc. - leave brief summary here, with link to that page }}&lt;br /&gt;
{{Main|Cube sculpture}}&lt;br /&gt;
Cube-Fascinated colonists will go on periodic mental breaks {{Check Tag|MTB?|How often?}} during which they will build a [[sculpture]] related to the cube. The building speed and quality of the sculpture is affected by construction skill. The quality can be of any value, starting at awful for a 0 beauty score. 2 for poor, 4 for normal, 8 for good, 12 for excellent, and 20 for masterwork.  Be aware that this sculpture will use up a [[Inspired creativity]] inspiration, if the colonist has one. &lt;br /&gt;
&lt;br /&gt;
The type of sculpture generated depends on the [[terrain]] or [[floor]]ing the colonist is standing on or by - no material is actually consumed to create the sculptures. The sculpture types and the related terrains are listed in the table below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Sculpture type !! Terrains&lt;br /&gt;
|-&lt;br /&gt;
| Dirt cube sculpture ||&lt;br /&gt;
* Marshy soil&lt;br /&gt;
* Mud&lt;br /&gt;
* Packed dirt&lt;br /&gt;
* Rich soil&lt;br /&gt;
* Lichen-covered soil&lt;br /&gt;
* Soil&lt;br /&gt;
|-&lt;br /&gt;
| Sand cube sculpture || &lt;br /&gt;
* Sand&lt;br /&gt;
* Soft sand&lt;br /&gt;
|-&lt;br /&gt;
|| Stone cube sculpture ||&lt;br /&gt;
* Rough stone&lt;br /&gt;
* Rough-hewn stone&lt;br /&gt;
* Smooth stone&lt;br /&gt;
|-&lt;br /&gt;
| Scrap cube sculpture || ''All other terrains and floors''&lt;br /&gt;
|}&lt;br /&gt;
The different types of cube sculpture vary in name and texture but are otherwise statistically identical. The sole exception to this is that scrap cube sculptures have 40% flammability while all other have 0%.&lt;br /&gt;
&lt;br /&gt;
The sculpture, once complete, can be freely minified and moved, but it cannot be deconstructed. It must be destroyed with attacks.&lt;br /&gt;
&lt;br /&gt;
While the cube statue exists its sculptor gets {{Thought|label=Cube Sculpture|desc= My sculpture... My beautiful Sculpture!|value= +1}}. This stacks with each cube sculpture they've created, without an apparent limit. If the sculpture is destroyed, the sculptor will get {{Thought|label= My Cube Sculpture Destroyed|desc=My sculpture... My beautiful sculpture...  |value= -5| stack=10 | multi= 0.75|duration=5}} and an increase in severity to a hidden &amp;quot;Cube anger&amp;quot; hediff. Each destroyed sculpture yields an increase in Cube Anger severity that scales with the current cube interest of the pawn. This hediff is hidden, and so its progress cannot be normally tracked.&lt;br /&gt;
&lt;br /&gt;
The increase in severity is controlled by the following relationship:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=area&lt;br /&gt;
|xAxisTitle=Cube interest (%)&lt;br /&gt;
|yAxisTitle=Cube anger per sculpture destroyed (%)&lt;br /&gt;
|xAxisMin=0&lt;br /&gt;
|yAxisMax=100&lt;br /&gt;
|x= 10, 50, 100&lt;br /&gt;
|y= 10, 20, 40&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once the Cube Anger hediff reaches 100% severity, the pawn will go into a [[Berserk]] mental state with an {{MTB}} of {{Ticks|60000*0.04}} along with a custom [[letter]] detailing the cause. Once the pawn has gone into the rage, the Cube Anger hediff is reduced to 0% and removed. The only other way to remove the accrued Cube Anger besides an eventual berserk state, is for the affected pawn to die. The hediff will no longer be present upon resurrection.&lt;br /&gt;
&lt;br /&gt;
==== Cube withdrawal and coma ====&lt;br /&gt;
{{Quote| &amp;quot;This person obsessively wants to find their golden cube. Their skin itches and their mind races, thinking of ways to get closer to the cube. Their symptoms will get worse until they play with the cube.&amp;quot;}}&lt;br /&gt;
{{Quote| &amp;quot;This person was connected to a golden cube and then separated from it. Severing the link this way has put them in a coma.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
If an obsessed colonist is prevented from playing with the cube for an extended period of time, they start going through withdrawal. When they do, they get the &amp;quot;Cube Withdrawal&amp;quot; health condition. Cube withdrawal worsens more quickly for colonists with advanced cube obsession{{Check Tag|Detail needed| How much per day by obsession level?}}. Cube withdrawal inflicts a gradually increasing penalty to consciousness, accompanied by a potent {{Thought| label= Cube Withdrawal | desc= I need to see the golden cube. Just once more. Please. / Where's that cube? I miss it. I need it! / Where is my cube? Where is it? | value=-15 | value2=-20| value3=-30| stack = 1}} debuff. If cube withdrawal is allowed to progress to 100%, the colonist will fall into a cube coma, multiplying their consciousness level by 10%. The coma can last anywhere from 3 to 24 days, depending on the colonist's obsession level. Upon waking up from the coma, the colonist will no longer be obsessed with the cube. However, nothing prevents the recently woken colonist from becoming obsessed with the cube again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Severity&lt;br /&gt;
! [[Consciousness]]&lt;br /&gt;
! [[Mood]]&lt;br /&gt;
! Notification&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Initial&lt;br /&gt;
| &amp;gt;10%&lt;br /&gt;
| {{Bad|-10%}}&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| [Name] is experiencing cube withdrawal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Moderate&lt;br /&gt;
| &amp;gt;35%&lt;br /&gt;
| {{Bad|-15%}}&lt;br /&gt;
| {{Bad|-20}}&lt;br /&gt;
| [Name]'s cube withdrawal has worsened.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| &amp;gt;65%&lt;br /&gt;
| {{Bad|-20%}}&lt;br /&gt;
| {{Bad|-30}}&lt;br /&gt;
| [Name]'s cube withdrawal has worsened.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deactivation and destruction === &lt;br /&gt;
Once at least 4 research has been gained from the cube, you will receive a letter hinting at the cube's addictive impact on your pawns. It further states that the cube can be destroyed, but more research is needed to determine how. Although the letter says that the pawn studying it needs to study it to learn more, any pawn may perform research to further the investigation. Studying the cube has no risk of addiction. &lt;br /&gt;
&lt;br /&gt;
{{Quote| &amp;quot;{PAWN_nameDef}'s investigation of the golden cube has revealed more. It is able to psychically influence anyone who interacts with it. Those under the cube's influence will experience extreme withdrawal if they're separated from it.\n\n{PAWN_nameDef} thinks that there may be a way to deactivate the cube, but {PAWN_pronoun} will need to study it further.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
Once a total of 24-40 research has been gained from the cube, an option to permanently deactivate it becomes available. Doing so requires 1 [[Archotech]] [[Shard]] and can only be done by a pawn not currently suffering from cube obsession, destroying the cube and breaking its hold over your colony. However, this event will send any colonists under the cube's influence who are not already in a cube coma into [[Berserk]] Mental Breaks, even if on other map tiles. Pawns in [[caravan]]s at the time of this deactivation instead leave your colony permanently, so be sure to avoid deactivation while addicts are travelling. If you intend to destroy the cube with conscious addicts present, expect to lose pawns and keep your doctors safe so they can treat the injured.&lt;br /&gt;
&lt;br /&gt;
To find exact info on how much you have and how much you need to research the GoldenCube you can open your save file with an editor, such as notepad++, to find code entry:&lt;br /&gt;
&amp;lt;anomalyKnowledgeGained&amp;gt;##&amp;lt;/anomalyKnowledgeGained&amp;gt; and &amp;lt;studyThresholds&amp;gt;##,##&amp;lt;/studyThresholds&amp;gt; under &amp;lt;def&amp;gt;GoldenCube&amp;lt;/def&amp;gt;&lt;br /&gt;
The first entry is to find you total research on the cube the second entry is to identify exactly what the research needed is to get event completion the first threshold is always 4 as mentioned above.&lt;br /&gt;
&lt;br /&gt;
There are simple measures you can take to avoid these violent mental breaks. Colonists already in a cube coma will simply wake up, cured of their addiction. Any obsessed colonist that is anesthetized when deactivation occurs will ignore the event and be free of cubic influence when the anesthesia wears off. It is not yet confirmed if [[mind-numb serum]] can prevent these mental breaks{{Check Tag|Mindnumb?|Mindnumb serums appeared to mostly work, but one of my 9 obsessed colonists, who had been mindnumbed, still berserked. It could be that only currently awake pawns can berserk? Seems to be tied to onlyTargetControlledPawns, from my rudimentary examination of the defs}}.&lt;br /&gt;
&lt;br /&gt;
Be aware that colonists in [[cryptosleep casket]]s are ''not'' protected. They will immediately wake up, escape, and begin rampaging. One unorthodox but cheap and effective method to keep your colony safe from cube berserkers is to draft the afflicted pawns and trap them in isolated 3x3 wall prisons. When they go berserk, they will be unable to inflict any damage before the state wears off. Afterwards, simply deconstruct the walls to release them. Although time-consuming to set up, this approach only costs a small amount of wood.&lt;br /&gt;
&lt;br /&gt;
If your entire colony is afflicted, deactivation of the cube is still possible with the help of temporary pawns from quests. Note that there is a small, but not insignificant, chance that new temporary pawns may become obsessed with time. Therefore, if you are relying on a newly joined pawn to deactivate the cube it should be done as soon as possible.{{Check Tag|Detail needed|Confirmed for desperate refugees and pawns accepted for hospitality, can other temporary pawns become obsessed? Do clones from the Warped Obelisk also have cube obsession?}}. Children (ages 3-12), since they cannot do research yet, cannot be enthralled by the cube, and so a child can be used to manually deactivate the cube while your adults are isolated, anesthetized, or otherwise rendered inoperable.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can dispose of the cube via caravan dumping or [[transport pod]], but doing so does not remove your colonists' obsession. Unless the cube is deactivated and destroyed, your colonists will have to go through withdrawal, coma, and recovery.&lt;br /&gt;
&lt;br /&gt;
Upon deactivation the golden cube drops 125-175 [[Gold]]. The exact amount dropped is completely random and is not affected by how many colonists were affected by it nor by any skill value.&lt;br /&gt;
&lt;br /&gt;
[[Deathrest]] and [[Anesthetic|Anesthesize]] prevents a pawn to becoming berserk when the cube is deactivated.&lt;br /&gt;
&lt;br /&gt;
=== Multiple cubes in one colony === &lt;br /&gt;
While multiple cubes in the same colony result in a much higher rate of addiction the deactivation of one cube cures ALL colonists. So there is no separate addiction for the two cubes.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As with any anomalous object, care should be taken when a cube arrives. It is one of the safest advanced entities you can encounter, but can still prove frustrating as it drops productivity to a crawl. This is especially true for colonies with low populations: the loss of two or three pawns to low productivity is much easier to bear when you have others to handle their burden. So long as you have your researchers aggressively studying the cube every two days, you should be able to deactivate it before it influences many of your colonists. Dosing your best researcher with [[voidsight serum]] or making use of an occultist [[creepjoiner]] can speed up research dramatically. Once you unlock the option to destroy the cube, simply anesthetize the cube's victims before deactivation and the threat will be safely dealt with.&lt;br /&gt;
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However, if you decide you wish to roleplay as a cube cult and keep it around, this is not entirely impossible. The introduction of the cube will gradually cut into your overall productivity, but will also grant a substantial mood bonus to any colonist allowed to consistently interact with it. Colonies with many pawns who are constantly in danger of mental breaking may find this useful, as the sizable mood buffs will change potentially dangerous mental breaks into smaller sculpture creation breaks. However, constant sculpting can prove troublesome as it not only wastes a pawn's time, but also takes up space with relatively low value sculptures which cannot be broken without a mood penalty.&lt;br /&gt;
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The cube itself has a considerably high [[beauty]] value (about on par with a Good quality golden statue) which can even increase the mood of pawns who are not obsessed but simply share the same room as the cube. This can quickly increase the beauty value within a room colonists frequent, such as a rec room or dining room. Keeping the cube on display may prove difficult, though, as your pawns will attempt to play with it constantly. This may limit the display time and relocate the golden cube afterwards. Placing a dedicated 1x1 [[Stockpile zone]] for the cube can ensure that it always returns to a specific viewing point. Using a [[shelf]] instead will negate its beauty entirely.&lt;br /&gt;
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Caravans are made substantially more difficult to form and maintain as any affected colonists will eventually be plagued with constant mood penalties and even a coma due to undergoing cube withdrawal{{Check Tag|Verify|Does carrying the cube within a caravan change this?}}. Often, you may be restricted to keeping any obsessed colonists at home while unaffected pawns can safely do quests on the world map.&lt;br /&gt;
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It is desirable for pawns with [[tortured artist]] trait to be obsessed with the cube, as the frequent but harmless mental break will still give them creativity inspiration. If you suspect the mysterious cargo is the cube, you can give a pawn interest by knocking out everyone else or moving them off the map with a caravan before accepting it.&lt;br /&gt;
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== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
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[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Aelanna</name></author>
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