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	<updated>2026-09-19T11:21:08Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cube_sculpture&amp;diff=184044</id>
		<title>Cube sculpture</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cube_sculpture&amp;diff=184044"/>
		<updated>2026-09-18T10:57:57Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Psyfocus}}&lt;br /&gt;
{{Stub|reason=Intro, analysis, additional  infobox stats (e.g. minifiable)}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| image = Cube sculpture.png&lt;br /&gt;
| type = Art&lt;br /&gt;
| description = A hastily constructed sculpture resembling a cube.&lt;br /&gt;
| beauty = 4&lt;br /&gt;
| hp = 90&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 18&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| work to make = 84&lt;br /&gt;
| work speed stat = Construction Speed&lt;br /&gt;
| has quality = True&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;into text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[Golden cube|Cube]]-interested colonists will go on periodic mental breaks during which they will build a sculpture resembling a cube. The {{MTB}} is approximately 4.6 days at 10% cube interest, decreasing to 3 days at 50% and 2 days at 80% and above.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The building speed and quality of the sculpture is affected by construction skill. &lt;br /&gt;
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. Pawns will avoid building the sculptures on [[flagstone]], so it can be used to prevent sculptures from being built in specific areas.&lt;br /&gt;
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, so it has to be destroyed with attacks.&lt;br /&gt;
&lt;br /&gt;
While the scupture's creator is interested in the cube, they get {{Thought|label=Cube Sculpture|desc= My sculpture... My beautiful Sculpture!|value= +1}} for each existing sculpture, which stacks without an apparent limit. If the sculpture is destroyed, including being abandoned during a caravan, 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. Depending on the pawn's cube interest when each sculpture is destroyed, it takes 3-10 destroyed sculptures to reach the maximum of 100% severity. This hediff is hidden, and so its progress cannot be normally tracked. The negative thought remains for its full 5 day duration even if the pawn loses their Cube interest.&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 hediff is also removed if the pawn loses their Cube interest. The only other way to remove the accrued Cube Anger is for the affected pawn to die. The hediff will no longer be present upon resurrection. You can temporarily delay the mental break by keeping the pawn unconcious when destroying their sculptures. &lt;br /&gt;
&lt;br /&gt;
Cube sculptures have a small [[beauty]] rating, which is modified by the sculpture's quality. Cube sculptures have a 0.7x [[Sell Price Multiplier]], however traders are not willing to buy them. &lt;br /&gt;
&lt;br /&gt;
Cube sculptures can be gifted to other factions by transport pod for increased relations as other items can be, but cannot be handed over by trading or caravan gifting.&lt;br /&gt;
&lt;br /&gt;
Similar to items of high quality, all sculptures will have descriptions of the art work they depict randomly generated for them. For further details, see the [[Sculptures#Story generation|Sculptures]] page.&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Pawns with the [[Psyfocus#Artistic|Artistic]] meditation focus type can use sculptures in a 10-tile radius to increase psyfocus. This includes all pawns who are not Tribal or [[Ascetic]].&lt;br /&gt;
&lt;br /&gt;
The highest quality sculpture is the primary source of psyfocus:&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The other, surrounding sculptures give a much smaller boost:&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CubeSculpture DirtA.png|Dirt variant A&lt;br /&gt;
CubeSculpture DirtB.png|Dirt variant B&lt;br /&gt;
CubeSculpture DirtC.png|Dirt variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CubeSculpture SandA.png|Sand variant A&lt;br /&gt;
CubeSculpture SandB.png|Sand variant B&lt;br /&gt;
CubeSculpture SandC.png|Sand variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CubeSculpture StoneA.png|Stone variant A&lt;br /&gt;
CubeSculpture StoneB.png|Stone variant B&lt;br /&gt;
CubeSculpture StoneC.png|Stone variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cube sculpture.png|Scrap variant A&lt;br /&gt;
CubeSculpture ScrapB.png|Scrap variant B&lt;br /&gt;
CubeSculpture ScrapC.png|Scrap variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=184043</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=184043"/>
		<updated>2026-09-18T10:10:54Z</updated>

		<summary type="html">&lt;p&gt;BAVy: fixed wrong values for Catharsis thoughts and the MTBs for mental breaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. Majority types of mental break cause a '''mental state''', during which the pawn will become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.&lt;br /&gt;
&lt;br /&gt;
A few types of mental break, like catatonic breakdown, run wild, and crisis of belief,{{IdeologyIcon}} do not cause mental state. Some mental states may occur without a mental break, notable examples of sources are [[psychic insanity lance]], [[pyromaniac]] trait, [[gourmand]] trait, [[Alzheimer's]], [[dementia]], [[drug]] withdrawal, and various [[psycast]]s,{{RoyaltyIcon}} some of which enable the player to induce mental states in enemies in battle.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their minor mental break threshold, the pawn will have a minor break {{MTB}} of 4 days.&lt;br /&gt;
* Below their major break threshold, the pawn will have a major break {{MTB}} of 0.8 days.&lt;br /&gt;
* Below their extreme mental break threshold, the pawn will have an extreme break {{MTB}} of 0.5 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a {{Thought|desc=The colony had me in jail for a while, like a caged animal.|label=Was imprisoned|value=-6|stack=1|duration=12}}.&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=40|stack=5|multi=0.75|duration=3}}. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios, but multiple catharses do stack up to 5 times, with diminishing effects.&lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Tortured artist]] trait will have a constant {{Thought|desc=Natural penalty from 'tortured artist' trait.|label=Tortured artist|value=-8|stack=1}} debuff but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]], [[#Run wild|Run wild]] and [[#Catatonic breakdown|Catatonic breakdown]] breaks.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no, or reduced, consequences.&lt;br /&gt;
&lt;br /&gt;
=== Anomalous breaks ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Whenever a mental break happens, there's a chance that an anomalous break will happen over a normal one. If the game attempts to trigger anomalous mental break but is unable to, it will instead attempt to trigger a normal one. [[Creepjoiner|Creepjoiners]] will always trigger an anomalous break, unless none are possible. For every other pawn, the chance for anomalous break to happen depends on the current [[Void_monolith#Summary|Anomaly stage]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anomalous breaks trigger the {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=40|stack=5|multi=0.75|duration=3}} that other mental breaks have. The mental breaks which are considered anomalous are:&lt;br /&gt;
&lt;br /&gt;
* [[#Dark visions|Dark visions]]&lt;br /&gt;
* [[#Insane ramblings|Insane ramblings]]&lt;br /&gt;
* [[#Entity slayer|Entity slayer]]&lt;br /&gt;
* [[#Entity liberator|Entity liberator]]&lt;br /&gt;
* [[#Terrifying hallucinations|Terrifying hallucinations]]&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that if [[wake-up]] is available, the pawn will take it during their break down, extending it to its maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn [[Social#Insulted|insult]] nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly [[Social#Insulted|insult]] one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds, even if the pawn is incapable of talking. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times. &lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=40|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Drug use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
Simply unassigning the bedroom of the colonist by switching the bed to either prisoner or slave will stop them from damaging anything after the first hit.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience {{Thought|value=-2|stack=4|label=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; rambling|desc=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; is talking nonsense. Is he/she insane?|duration=1}}, and the rambling pawn will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} upon recovery in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=40|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn attempts to execute up to 5 random [[Containment|captive]] [[Entity|entities]]. After each successful kill, there is a 50% chance for the mental state to end. There is a minimum interval of {{ticks|625}} between execution attempts. The mental state ends early if no suitable entity is available, or after 5 entities have been executed.&lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=40|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Drug use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the [[Inspired creativity]] inspiration from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest or [[down]]ing the mentally broken pawn. If an arrest is attempted and fails, it will make the pawn [[berserk]], which may be easier as berserked pawns do not attempt to kill.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they are at risk of dying upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two or less, and it increases linearly to the normal level at a population of seven or more. It cannot occur during [[Events#Toxic fallout|toxic fallout]] or [[Pollution#Acidic smog|acidic smog]].&lt;br /&gt;
&lt;br /&gt;
Additionally, this mental break does not trigger the [[Inspired creativity]] inspiration from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony.&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the commonality increases with colonists, 0.2 at 8, 0.4 at 9, 0.6 at 10, 0.8 at 11 and 1 at 12+&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
The pawn will move to a random accessible contained entity and attempt to release it, the mental break ends after they successfully release an entity or after enough time has passed&lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=40|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish.{{Check Tag|Mechanical effect?}} The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=40|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|1200}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humans are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
&lt;br /&gt;
The affected colonist does not gain the Catharsis mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any human pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|18000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
&lt;br /&gt;
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an [[Inspired creativity]] inspiration may use their inspiration on a cube sculpture.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]],{{AnomalyIcon}} however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error if tantrum target is hauled.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=184029</id>
		<title>Golden cube</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=184029"/>
		<updated>2026-09-16T11:45:13Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Cube interest */ added cube sculpting break MTB + clean up&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 [[relic]]{{IdeologyIcon}} item|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 [[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 (curious) health state. Over time, other colonists will become afflicted as well. On average, another colonist gains Cube interest 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 will 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 progresses to the next stage.&lt;br /&gt;
&lt;br /&gt;
At any interest level over 10%, the affected pawn will occasionally stop working and pick a random spot to build a [[cube sculpture]], which require no resources to build. These mental breaks can occur at any time, including in the middle of combat. The frequency increases with the cube interest level, with the {{MTB}} ranging from 4.6 days at 10% interest to 2 days at above 80% interest. Destroying these sculptures results in stacking mood penalties and can trigger [[Mental_break#Berserk|berserk]] mental breaks. See the [[cube sculpture]] page for more detail.&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;
Neither these thoughts nor the Cube Anger hediff will affect colonists who are not interested in the cube. {{Check Tag|Detail Needed|Is there a minimum level of cube interest needed?}}&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. Other person: Confirmed with save-load that mind numbed person berserks if not asleep, while (normal, voluntary) sleep helps. Save was after mind numbing, so need to check: 1) will just normal sleep help? 2) is obsession lvl playing any role whatsoever?}}.&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]] prevents a pawn from going berserk when the cube is deactivated. Additionally, pawns who are away on [[Quests|Pawn Lending]] quests do not go berserk.&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. However, the remaining cube will continue to intrigue colonists over time.&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. &lt;br /&gt;
&lt;br /&gt;
=== Disposal ===&lt;br /&gt;
There are two main ways of disposing of the cube:&lt;br /&gt;
* It can be destroyed immediately by dropping it via [[caravan]] or [[transport pod]]. This guarantees that only one colonist will be affected by the cube and that pawn will have minimum interest, but they will still go through cube withdrawal and eventually fall into a coma for a few days. Provided that the mood penalty from cube withdrawal can be handled, this is the safer option as no random mental breaks will occur.&lt;br /&gt;
* It can be studied and deactivated. 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]] and/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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Cube management ===&lt;br /&gt;
The cube itself has a considerably high [[beauty]] value (about on par with a Good quality golden statue), making it a quick way to improve the beauty value of a room colonists frequent. 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. Note that using a [[shelf]] will negate its beauty entirely.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Cube interest/withdrawal not behaving correctly on pawns ticking at a lower rate.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cube_sculpture&amp;diff=184028</id>
		<title>Cube sculpture</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cube_sculpture&amp;diff=184028"/>
		<updated>2026-09-16T11:11:01Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Summary */ added a few details about the mental break prevention and sculpture placement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Psyfocus}}&lt;br /&gt;
{{Stub|reason=Intro, analysis, additional  infobox stats (e.g. minifiable)}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| image = Cube sculpture.png&lt;br /&gt;
| type = Art&lt;br /&gt;
| description = A hastily constructed sculpture resembling a cube.&lt;br /&gt;
| beauty = 4&lt;br /&gt;
| hp = 90&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 18&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| work to make = 84&lt;br /&gt;
| work speed stat = Construction Speed&lt;br /&gt;
| has quality = True&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;into text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[Golden cube|Cube]]-interested colonists will go on periodic mental breaks during which they will build a sculpture resembling a cube. The {{MTB}} is approximately 4.6 days at 10% cube interest, decreasing to 3 days at 50% and 2 days at 80% and above.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The building speed and quality of the sculpture is affected by construction skill. &lt;br /&gt;
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. Pawns will avoid building the sculptures on [[flagstone]], so it can be used to prevent sculptures from being built in specific areas.&lt;br /&gt;
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, so it has to 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, including being abandoned during a caravan, 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. Depending on the pawn's cube interest when each sculpture is destroyed, it takes 3-10 destroyed sculptures to reach the maximum of 100% severity. 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. You can temporarily delay the mental break by keeping the pawn asleep when destroying their sculptures.&lt;br /&gt;
&lt;br /&gt;
Neither these thoughts, nor the Cube Anger hediff, will affect colonists who are not interested in the cube. {{Check Tag|Detail Needed|Is there a minimum level of cube interest needed?}}&lt;br /&gt;
&lt;br /&gt;
Cube sculptures have a small [[beauty]] rating, which is modified by the sculpture's quality. Cube sculptures have a 0.7x [[Sell Price Multiplier]], however traders are not willing to buy them. &lt;br /&gt;
&lt;br /&gt;
Cube sculptures can be gifted to other factions by transport pod for increased relations as other items can be, but cannot be handed over by trading or caravan gifting.&lt;br /&gt;
&lt;br /&gt;
Similar to items of high quality, all sculptures will have descriptions of the art work they depict randomly generated for them. For further details, see the [[Sculptures#Story generation|Sculptures]] page.&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Pawns with the [[Psyfocus#Artistic|Artistic]] meditation focus type can use sculptures in a 10-tile radius to increase psyfocus. This includes all pawns who are not Tribal or [[Ascetic]].&lt;br /&gt;
&lt;br /&gt;
The highest quality sculpture is the primary source of psyfocus:&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The other, surrounding sculptures give a much smaller boost:&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CubeSculpture DirtA.png|Dirt variant A&lt;br /&gt;
CubeSculpture DirtB.png|Dirt variant B&lt;br /&gt;
CubeSculpture DirtC.png|Dirt variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CubeSculpture SandA.png|Sand variant A&lt;br /&gt;
CubeSculpture SandB.png|Sand variant B&lt;br /&gt;
CubeSculpture SandC.png|Sand variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CubeSculpture StoneA.png|Stone variant A&lt;br /&gt;
CubeSculpture StoneB.png|Stone variant B&lt;br /&gt;
CubeSculpture StoneC.png|Stone variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cube sculpture.png|Scrap variant A&lt;br /&gt;
CubeSculpture ScrapB.png|Scrap variant B&lt;br /&gt;
CubeSculpture ScrapC.png|Scrap variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cube_sculpture&amp;diff=184027</id>
		<title>Cube sculpture</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cube_sculpture&amp;diff=184027"/>
		<updated>2026-09-16T11:04:25Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Acquisition */ added mental break MTB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Psyfocus}}&lt;br /&gt;
{{Stub|reason=Intro, analysis, additional  infobox stats (e.g. minifiable)}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| image = Cube sculpture.png&lt;br /&gt;
| type = Art&lt;br /&gt;
| description = A hastily constructed sculpture resembling a cube.&lt;br /&gt;
| beauty = 4&lt;br /&gt;
| hp = 90&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 18&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| work to make = 84&lt;br /&gt;
| work speed stat = Construction Speed&lt;br /&gt;
| has quality = True&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;into text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[Golden cube|Cube]]-interested colonists will go on periodic mental breaks during which they will build a sculpture resembling a cube. The {{MTB}} is approximately 4.6 days at 10% cube interest, decreasing to 3 days at 50% and 2 days at 80% and above.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The building speed and quality of the sculpture is affected by construction skill. &lt;br /&gt;
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, including abandoned during a caravan, 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;
Neither these thoughts, nor the Cube Anger hediff, will affect colonists who are not interested in the cube. {{Check Tag|Detail Needed|Is there a minimum level of cube interest needed?}}&lt;br /&gt;
&lt;br /&gt;
Cube sculptures have a small [[beauty]] rating, which is modified by the sculpture's quality. Cube sculptures have a 0.7x [[Sell Price Multiplier]], however traders are not willing to buy them. &lt;br /&gt;
&lt;br /&gt;
Cube sculptures can be gifted to other factions by transport pod for increased relations as other items can be, but cannot be handed over by trading or caravan gifting.&lt;br /&gt;
&lt;br /&gt;
Similar to items of high quality, all sculptures will have descriptions of the art work they depict randomly generated for them. For further details, see the [[Sculptures#Story generation|Sculptures]] page.&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Pawns with the [[Psyfocus#Artistic|Artistic]] meditation focus type can use sculptures in a 10-tile radius to increase psyfocus. This includes all pawns who are not Tribal or [[Ascetic]].&lt;br /&gt;
&lt;br /&gt;
The highest quality sculpture is the primary source of psyfocus:&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The other, surrounding sculptures give a much smaller boost:&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CubeSculpture DirtA.png|Dirt variant A&lt;br /&gt;
CubeSculpture DirtB.png|Dirt variant B&lt;br /&gt;
CubeSculpture DirtC.png|Dirt variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CubeSculpture SandA.png|Sand variant A&lt;br /&gt;
CubeSculpture SandB.png|Sand variant B&lt;br /&gt;
CubeSculpture SandC.png|Sand variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CubeSculpture StoneA.png|Stone variant A&lt;br /&gt;
CubeSculpture StoneB.png|Stone variant B&lt;br /&gt;
CubeSculpture StoneC.png|Stone variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cube sculpture.png|Scrap variant A&lt;br /&gt;
CubeSculpture ScrapB.png|Scrap variant B&lt;br /&gt;
CubeSculpture ScrapC.png|Scrap variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apparel&amp;diff=184025</id>
		<title>Apparel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apparel&amp;diff=184025"/>
		<updated>2026-09-15T15:40:45Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Outfit selection */ technically it's looking at that specific 5 day period called the Twelfth, but that word is not used anywhere else on the wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:apparel_preview.png|140px|right]]|40px}}'''Apparel''' is worn by your colonists to protect them from extreme temperatures or from [[Damage|damage]] in combat.&lt;br /&gt;
See a pawn's Gear tab to see what apparel they are wearing.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Clothing vs Armor ==&lt;br /&gt;
There are two main types of apparel, [[clothing]] and [[armor]]. Both clothing and armor use the same basic mechanics and the distinction is largely arbitrary beyond its use in sorting items. They can be mixed and matched, as far as [[Apparel layers]] allow.&lt;br /&gt;
&lt;br /&gt;
Clothing usually:&lt;br /&gt;
* is made from light materials (fabrics and leathers);&lt;br /&gt;
* offers good insulation from extreme temperatures;&lt;br /&gt;
* offers lower protection from damage (with the right materials, clothing can be a worthwhile &amp;quot;light&amp;quot; armor).&lt;br /&gt;
&lt;br /&gt;
Armor usually:&lt;br /&gt;
* is made from solid materials (metal);&lt;br /&gt;
* offers less insulation from extreme temperatures;&lt;br /&gt;
* offers good protection from damage;&lt;br /&gt;
* gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor).&lt;br /&gt;
[[File:Apparel examples.png|350px|thumb|center|Examples of different apparel, including both [[clothing]] and [[armor]]]]&amp;lt;!-- This image relates to this intro section; any larger and this image will block text until below TOC --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Layers and coverage ==&lt;br /&gt;
{{:Apparel layers}}&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a [[Melee]] strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark particle effect. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%.&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| c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Sharp|Sharp]]&lt;br /&gt;
| Armor - Sharp || Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause [[Bleeding]]. Even the lightest clothing material seems to offer some protection against sharp damage.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like fist and [[club]] attacks, rock falls, explosions, and strikes with ranged weapons at melee range. This protection is generally limited, and blunt weapons will generally have to deal with less armor than an equivalent tier sharp weapon.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against fire damage from natural fires, fire weapons such as [[molotov cocktail]]s, as well as [[lightning|lightning strikes]] and [[Damage Types#Beam|Beam]] damage. Not to be mistaken with Heat Insulation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
=== Calculation ===&lt;br /&gt;
Each pawn [[body part]] has its own '''armor rating''', which is affected by every '''layer''' of worn apparel covering that body part. &lt;br /&gt;
Incoming attack damage is first applied to the outermost layer of apparel at a body part and proceeds sequentially through all layers of apparel before finally damaging the pawn. Damage passes through a layer completely if no armor is found there. Note that some attacks can damage multiple body parts at once.&lt;br /&gt;
&lt;br /&gt;
So if a pawn wearing only a [[duster]], [[flak vest]], and [[tribalwear]] were struck in the torso, the final damage to the torso would be calculated thus:&lt;br /&gt;
# First, the armor effects of the outermost apparel layer (in this example, the duster) are applied to the total damage of the attack.&lt;br /&gt;
# If there is residual attack damage, then the effects of the next layer (the flak vest on the middle layer) are applied to the attack damage.&lt;br /&gt;
# If there is still residual damage, the armor of the next layer, the tribalwear, is applied.&lt;br /&gt;
# If no layers of apparel remain, any residual damage is applied to the skin of the body part.&lt;br /&gt;
&lt;br /&gt;
If this same pawn were hit in the arm, the only armor effects would come from their duster, as neither the vest nor tribalwear cover the arm. If they were struck in the head, then the damage would be directly applied to the head, as they aren't wearing anything that covers their head.&lt;br /&gt;
&lt;br /&gt;
Some items occupy multiple apparel layers, such as [[Marine armor]] which occupies both the middle and outer layer. In such cases, damage is only calculated against the item one time, leaving the other occupied layer(s) technically unarmored. A strike to the torso would be calculated against the marine armor only once, with residual damage passing to the next apparel item. Armor that occupies multiple layers typically has much higher armor values and armor penetration resistance, though, to more than make up for the loss of an apparel layer.&lt;br /&gt;
&lt;br /&gt;
''See the [[#Analysis|Analysis]] section below for details.''&lt;br /&gt;
&lt;br /&gt;
In-game, Armor rating is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the &amp;quot;effective armor rating&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
'''Note''': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. E.g. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% effective armor rating, ''not'' 150% * (1 - 50%) = 75% effective armor rating.&lt;br /&gt;
#The effective armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is halved.&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
#If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.&lt;br /&gt;
&lt;br /&gt;
==== Sharp damage ====&lt;br /&gt;
If the damage is Sharp and any layer halves the damage, then any remaining damage to the pawn will be changed to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite the common misconception, the armor effect of layers below will still be calculated against the ''sharp armor rating'' of those layers, '''not''' against the blunt armor rating. For example,  if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack, converting it to blunt damage in the process, the flak vest will still use its sharp armor rating for its attempt at mitigating the damage.&lt;br /&gt;
&lt;br /&gt;
==== Flame damage ====&lt;br /&gt;
Heat armor works to prevent [[Damage Types#Flame|Flame]] damage from injuring the pawn using the same process as any other armor and damage type, but any Flame damage that actually deals damage to the pawn has a chance to set the pawn on [[fire]]. This ignition chance is the same regardless of the damage dealt to the pawn, so long as some damage is actually dealt. Thus if the Heat Armor does not outright negate the damage, it otherwise does nothing to prevent the pawn from being ignited. &lt;br /&gt;
&lt;br /&gt;
While [[Damage Types#Burn|Burn]] damage is otherwise identical to Flame damage, including its interaction with heat armor, it cannot ignite pawns.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
The formula for the average residual damage for an ''effective'' armor value ''A'' is: max(100%-A, 0%) + (min(A, 100%) - A/2)/2&lt;br /&gt;
&lt;br /&gt;
Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage that has 0% AP; this currently works only on heat damage, as all other kinds of damage have armor penetration.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per item of apparel, from the item occupying the outermost layer in. Armor mitigation does stack multiplicatively, e.g. two pieces of armor layered on top of each other can each mitigate the damage by 50%, reducing it to 25% of the base damage. Each layer also has an independent chance to entirely negate the damage, using the above calculation steps.&lt;br /&gt;
&lt;br /&gt;
Armor Penetration is applied identically to each layer.  This means that, while multiple layers of armor each have more chances to mitigate the damage, layering apparel with low armor values may do little or nothing against projectiles with high armor penetration, while a single layer of high armor value may be able to mitigate it. For example a pawn with both a [[devilstrand]] [[Button-down shirt|shirt]] with sharp armor of 28% and a [[toughskin gland]] with sharp armor 35% would always receive full damage from a [[charge rifle]], as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values may be preferable over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
Because most damage in combat is sharp, unless you are planning to fight a specific threat with blunt or heat damage, it's better to focus on sharp armor alone. Counterintuitively, the most protection from sharp damage in the game is not provided by legendary [[cataphract armor]], but by legendary thrumbofur [[duster]] and [[flak vest]] under it. But the cataphract armor gives better protection for the limbs&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, takes damage from several factors. It takes 1 HP of damage for every 4 points of damage dealt to the wearer, provided the damage is applied to that layer and location. Thus, if an attack hits a pawn's torso and is stopped by apparel on the Outer layer, such as a [[Duster]], the duster will receive damage, but a torso-covering item on Middle layer, such as a [[Flak vest]] will receive no damage. If the duster were to halve the damage instead, then the flak vest would receive half of the durability damage, while the duster would receive full damage.&lt;br /&gt;
&lt;br /&gt;
The damage to the item is the same regardless of whether it deflects all the damage, half the damage, or no damage, just so long as the attack is calculated against that item.  The durability damage is calculated off of the raw damage as it reaches that layer, before that layer's mitigation is applied. Therefore, as [[quality]] does not affect an item's HP, high-quality armor lasts about as long as low-quality armor in combat, but will better protect lower layers from damage.&lt;br /&gt;
&lt;br /&gt;
Apparel also takes damage when the pawn wearing it is on fire.  Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel.&lt;br /&gt;
&lt;br /&gt;
All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day).  This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way. This damage is not modified by the [[Quality#General|deterioration rate factor]] applied by [[quality]] - worn clothing is damaged at the same average rate regardless of quality.&lt;br /&gt;
&lt;br /&gt;
Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage.&lt;br /&gt;
&lt;br /&gt;
=== Damaged apparel ===&lt;br /&gt;
A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 24em&amp;quot;&lt;br /&gt;
! HP !! Thought !! Debuff&lt;br /&gt;
|-&lt;br /&gt;
| 20% - 50% || &amp;quot;Ratty apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -3&lt;br /&gt;
|-&lt;br /&gt;
| below 20% || &amp;quot;Tattered apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Durability does not affect stats such as protection and insulation.&lt;br /&gt;
&lt;br /&gt;
== Insulation ==&lt;br /&gt;
[[File:Legendary muffalo wool parka.png|500px|thumb|right|In-game insulation stats from a legendary muffalo wool parka]]&lt;br /&gt;
Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures.  By default a naked human has a very narrow acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}, so you'll need to wear apparel to survive in the harsh environment of a rimworld.&lt;br /&gt;
&lt;br /&gt;
=== Insulation from a single piece of apparel ===&lt;br /&gt;
Apparel can offer &amp;quot;'''Insulation - Cold'''&amp;quot;, which protects from extremely cold temperatures, and &amp;quot;'''Insulation - Heat'''&amp;quot; which protects from extremely hot temperatures.&lt;br /&gt;
The amount of insulation a piece of apparel offers is equal to:&lt;br /&gt;
&lt;br /&gt;
  Insulation = Material insulation * Apparel insulation_factor * Quality multiplier&lt;br /&gt;
&lt;br /&gt;
* '''Material insulation''': the material used to create an article of apparel has a large impact on how much insulation a piece of apparel offers.  For example, [[muffalo wool]] offers {{Temperature|{{Q|Muffalo wool|Insulation - Cold Factor}}||delta}} of insulation from cold, while [[birdskin]] only offers {{Temperature|{{Q|Birdskin|Insulation - Cold Factor}}||delta}}. See [[textile]]s for a full comparison of clothing options.&lt;br /&gt;
* '''Apparel insulation factor''': each type of apparel has an insulation factor associated with it. For example, [[parka]]s have an insulation factor - cold of {{Q|Parka|Insulation Factor - Cold}}, so a normal muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}}}||delta}} of insulation from cold. See [[clothing]] for a full comparison.&lt;br /&gt;
* '''Quality multiplier''': the [[quality]] of an item influences its insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}*1.8}}||delta}} of insulation from cold. See [[quality]] for a full comparison.&lt;br /&gt;
&lt;br /&gt;
=== Total insulation for a pawn ===&lt;br /&gt;
[[File:Total insulation cold.png|500px|thumb|right|Total cold insulation for a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt]]&lt;br /&gt;
The total insulation for a pawn is the sum of the insulation from each piece of apparel.  A pawn's minimum comfortable temperature is reduced by their total '''Insulation - Cold''', while their maximum comfortable temperature is increased by their '''Insulation - Heat'''.&lt;br /&gt;
&lt;br /&gt;
For example, consider a pawn wearing a legendary [[muffalo wool]] [[parka]] and a poor quality [[cloth]] [[button-down shirt]].  By default, humans have an acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}. We can find the new temperature range by computing the insulation from the clothing, then adding to the base insulation:&lt;br /&gt;
&lt;br /&gt;
'''Computing insulation from clothing'''&lt;br /&gt;
  '''Parka cold insulation''' = muffalo wool cold insulation * parka cold insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Cold}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Parka heat insulation''' = muffalo wool heat insulation * parka heat insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Heat}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt cold insulation''' = cloth cold insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Cold}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt heat insulation''' = cloth heat insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Heat}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
'''Adding to base insulation'''&lt;br /&gt;
  '''Minimum acceptable temperature''' = default minimum acceptable temperature - parka cold insulation - shirt cold insulation&lt;br /&gt;
  = 16 - {{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}} - {{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 16 - ({{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8) - ({{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Maximum acceptable temperature''' = default maximum acceptable temperature + parka heat insulation + shirt heat insulation&lt;br /&gt;
  = 26 + {{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}} + {{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 26 + ({{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8) + ({{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
So the new comfortable range is: '''-89°C to 27.6°C'''&lt;br /&gt;
&lt;br /&gt;
== Flammability ==&lt;br /&gt;
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material.&lt;br /&gt;
&lt;br /&gt;
It has no effect on the chance of a pawn to catch fire while wearing the item.&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nudity ==&lt;br /&gt;
In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered.  &lt;br /&gt;
Most colonists will receive a {{--|6}} mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing.&lt;br /&gt;
&lt;br /&gt;
For Nudists the opposite is true - they receive a {{+|20}} mood bonus while naked and a {{--|3}} mood penalty while wearing any clothes other than [[sash]]es, [[heavy bandolier]]s, and headgear. They have no negative or positive social opinions about nudity.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology (DLC)]] installed and active, mood for being naked and opinion of others who are naked depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts. Nudists are completely unaffected by ideoligion clothing standards, both for mood and for social opinions of others being nude. They do however get the {{+|1}} mood bonus for ideoligion preferred apparel, but unless that apparel is nudist acceptable they will still lose the {{+|20}} mood bonus and gain the {{--|3}} mood penalty.&lt;br /&gt;
&lt;br /&gt;
== Special values ==&lt;br /&gt;
Clothing can have very specific secondary values. The more common ones are:&lt;br /&gt;
* Negative movement Speed. This is mostly seen with armor&lt;br /&gt;
* Bonus to social skills. This is a extremely common stat for any form of headwear that is not armor&lt;br /&gt;
* Pain Threshold. Specific to Tribal clothing, this increases when a character will collapse from damage&lt;br /&gt;
&lt;br /&gt;
== Tainted apparel ==&lt;br /&gt;
Apparel that is worn by a human as they die becomes tainted. The clothing must be worn, not merely carried, to become tainted. All tainted items have names suffixed with single letter ''T''. [[Utility]] items never become tainted. &lt;br /&gt;
&lt;br /&gt;
Most pawns wearing tainted apparel gain a persistent [[mood]] debuff as long as they're wearing it that scales with the number of items worn - colonists with [[Bloodlust]] trait or [[Inhuman]] meme{{IdeologyIcon}}{{AnomalyIcon}} are unaffected by tainted clothing. Tainted clothes also have their [[market value]] decreased by 90%. [[Trade]]rs and [[faction base]]s do not buy tainted apparel nor accept them as gifts, but tainted clothing may be sent to them via [[transport pod]] for [[goodwill]] at their reduced market value. &lt;br /&gt;
&lt;br /&gt;
The apparel that is worn by a pawn as they are resurrected by a [[resurrector mech serum]] become untainted. There is no other way to untaint apparel.&lt;br /&gt;
&lt;br /&gt;
While tainted apparel does give a mood debuff, [[#Insulation|insulation]], [[#Protection|protection]], and [[#Nudity|nudity]] concerns may take precedence over the comparatively minor penalty. &lt;br /&gt;
&lt;br /&gt;
If truly unwanted, tainted apparel can be [[#Disposal|disposed of]] via a variety of means - one easy way is to create an outdoor stockpile for tainted apparel where they will deteriorate over time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 14em&amp;quot;&lt;br /&gt;
! Num. Items !! Debuff&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 2 &lt;br /&gt;
| {{--|8}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 3 &lt;br /&gt;
| {{--|11}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 4+ &lt;br /&gt;
| {{--|14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Disposal ==&lt;br /&gt;
Apparel can also be destroyed via a &amp;quot;Burn apparel&amp;quot; bill at a [[crematorium]] or a [[campfire]] or destroyed at an electric smelter. Apparel containing [[metallic]] resources can instead be smelted at an [[electric smelter]], for a return of 25% of the metallic resources used to create them. Note that things such as [[component]]s will similarly be reduced to their base metals. In either case care must be taken in selecting the allowed items to destroyed. &lt;br /&gt;
&lt;br /&gt;
A ''burn pit'' provides a quick way to dispose of large quantities of burnable apparel. Place a [[stockpile zone]] on non-flammable [[terrain]] or [[floor]]ing, designate the zone for all apparel you wish to dispose of - suggested settings are tainted and non-smeltable apparel only, remove the automatically created [[home zone]] around the stockpile to prevent colonists extinguishing the fire, and manually attack the pile with an incendiary weapon such as a [[Molotov cocktail]]. [[Fire]] will spread from item to item and the unwanted apparel will be destroyed with minimal colonist work.&lt;br /&gt;
&lt;br /&gt;
Another alternative is to simply dump all unwanted apparel onto water or marsh tiles, which will rapidly speed up its [[deterioration]] rate.&lt;br /&gt;
&lt;br /&gt;
Finally, unwanted apparel can be sold or gifted for [[goodwill]] if [[#Tainted apparel|untainted]]. If disposing of apparel because it becomes worn, disposal at 60% HP will retain significantly more market value than waiting for 50% and the first worn moodlet to apply. Any item, including tainted items, can be sent as gifts via [[transport pod]]s to [[faction base]]s. For the majority of items, the reduction in market value from tainting makes this not worth the resources to make and launch the transport pod. For items with high base values, like hyperweave clothes occasionally found on raiders, it can still be worthwhile.&lt;br /&gt;
&lt;br /&gt;
== Outfit selection ==&lt;br /&gt;
{{Stub|section=1|reason=General and also how the automatic apparel selection works. most info commented out below}}&lt;br /&gt;
Colonists can be instructed to automatically equip items from a whitelist selected in the [[apparel policies]]. Pawns will attempt to select items based on a number of factors and the stats of the items available for selection - they will occasionally update their selection as &amp;quot;better&amp;quot; options become available or they are required to remove items per the apparel policy. Pawns can also be instructed to &amp;quot;force&amp;quot; wear an item, in which case they will continue to wear the item regardless of apparel policy or the statistics. &lt;br /&gt;
&lt;br /&gt;
The logic for automatic apparel selection assigns a numerical value to the apparel available to the pawn. This value is based on the apparel's properties, such as its sharp and blunt armor and its insulation, as well as the pawn's requirements and preferences. The pawn compares the potential improvement from wearing an item with its current outfit, and will switch if the improvement is significant enough. Apparel that can be worn without replacing an existing item is favored over apparel that would require another item to be removed. The selection check occurs approximately every 0.1–0.15 days.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
When determining whether to favor cold-insulating apparel, the selection system does not use the current temperature. Instead, it compares the average expected temperature of this time of the [[quadrum]] to the pawn's base comfortable minimum temperature. If the average temperature is sufficiently below the pawn's comfortable minimum, cold insulation is given greater weight when selecting apparel. This means that the apparel selection system can favor warmer clothing during a cold period, but it does not check whether the resulting outfit is actually sufficient for the temperature the pawn is currently experiencing.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
The selection value is calculated as follows:&lt;br /&gt;
* If the pawn is physically capable of wearing the item, the value has a base value of 0.1&lt;br /&gt;
* If the apparel has the &amp;lt;code&amp;gt;&amp;lt;MechanitorApparel&amp;gt;True&amp;lt;MechanitorApparel&amp;gt;&amp;lt;/code&amp;gt; tag, and the pawn is not a [[mechanitor]],{{BiotechIcon}} the value is set to -10.&lt;br /&gt;
* If the apparel has the &amp;lt;code&amp;gt;&amp;lt;slaveApparel&amp;gt;True&amp;lt;slaveApparel&amp;gt;&amp;lt;/code&amp;gt; tag, and the pawn is not a [[slave]],{{IdeologyIcon}} the value is set to -10&lt;br /&gt;
* Some apparel then defines a &amp;lt;code&amp;gt;&amp;lt;scoreOffset&amp;gt;&amp;lt;/code&amp;gt; that is added to the score. For example, all [[utility]] items excluding [[shield belt]], [[disruptor flare pack]], [[smokepop pack]] and [[firefoam pop pack]], [[airwire headset]],{{BiotechIcon}} [[array headset]],{{BiotechIcon}} [[mechcommander helmet]],{{BiotechIcon}} [[mechlord helmet]],{{BiotechIcon}} [[locust armor]],{{RoyaltyIcon}} [[grenadier armor]],{{RoyaltyIcon}} and [[phoenix armor]],{{RoyaltyIcon}} all have a bonus of +4, while the [[torture crown]] has a malus of -10. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the sharp + blunt armor rating is added to the score. Note this is done as a value from 0-1, not 0-100, which means the bonus of 4 makes it 4x more &amp;quot;valuable&amp;quot; than an apparel piece that gives 50% sharp and 50% blunt armor.&lt;br /&gt;
If the apparel is damaged to the point of being considered frayed, the score is multiplied by some value between 0.2-0.3. If it's tattered, this drops to between 0 and 0.2. The exact value depends on how damaged it is.&lt;br /&gt;
Shield belts get a bonus between 0.25 and approximately 2.0, depending on how much max charge they can hold.&lt;br /&gt;
If it's going to be cold, apparel that gives insulation against the cold gets a bonus score between 1 point and 8 points (for 30 degrees celsius of insulation)If it's tainted, the score is decreased by 0.5 and then multiplied by 0.1 if it's still positive.&lt;br /&gt;
If it's human leather and the pawn doesn't like human leather, again -0.5 then x0.1&lt;br /&gt;
If it's considered &amp;quot;wrong gender&amp;quot; apparel the score is multiplied by 0.01.&lt;br /&gt;
If there is apparel that is required for e.g. royal title, its score is multiplied by 25. If it's &amp;quot;allowed&amp;quot; by some special circumstance (allowedTags in various places like royal titles) it's multiplied by 10.&lt;br /&gt;
If the pawn's royal title defines a min quality, and the apparel is below that quality, the score is multiplied by 0.25.&lt;br /&gt;
if the score the pawn would gain by switching apparel (i.e. the score of the new apparel - the sum of scores of any apparel that needs to be taken off to wear it) is &amp;lt; 0.05, the pawn &amp;quot;doesn't care&amp;quot; and doesn't switch&lt;br /&gt;
if apparel can be equipped without replacing anything, its relative score is multiplied by x10 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;if it's going to be cold&amp;quot; is specifically defined as &amp;quot;if the average temperature in the current twelfth is more than 4 degrees (celsius) below my comfortable min temperature&amp;quot;  twelfth = month = 5 days --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
A number of Materials are available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item.&lt;br /&gt;
&lt;br /&gt;
=== Armor materials ===&lt;br /&gt;
These materials are primarily used for armor. It includes any metal and in rare cases, even wood. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.)&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Stuff Category::Metallic]] OR [[Stuff Category::Woody]]&lt;br /&gt;
| ?Stuff Category&lt;br /&gt;
| ?Market Value Base = Market Value&lt;br /&gt;
| ?Beauty Factor&lt;br /&gt;
| ?Beauty Offset&lt;br /&gt;
| ?Work To Make Factor&lt;br /&gt;
| ?Max Hit Points Factor&lt;br /&gt;
| ?Flammability Factor&lt;br /&gt;
| ?Armor - Sharp Factor&lt;br /&gt;
| ?Armor - Blunt Factor&lt;br /&gt;
| ?Armor - Heat Factor&lt;br /&gt;
| ?Insulation - Cold Factor = Insulation - Cold (&amp;amp;deg;C)&lt;br /&gt;
| ?Insulation - Heat Factor = Insulation - Heat (&amp;amp;deg;C)&lt;br /&gt;
| limit = 100&lt;br /&gt;
| link = subject&lt;br /&gt;
| mainlabel = Material&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Clothing materials ===&lt;br /&gt;
See [[Textiles#Material Effects]].&lt;br /&gt;
&lt;br /&gt;
== Common combinations ==&lt;br /&gt;
{{Rewrite|section=1|reason=Currently a C&amp;amp;P from clothing. Needs adaption to all apparel, general analysis, suggested combos need some TLC. Whole section needs TLC}}&lt;br /&gt;
Apparel combinations are limited by layer and coverage, and this selective incompatibility leads to trends in combinations that are discussed and compared here.&lt;br /&gt;
&lt;br /&gt;
=== Skin Layer ===&lt;br /&gt;
In the early game, this layer is dominated by two options: [[tribalwear]] or [[button-down shirt]] + [[pants]].  The [[t-shirt]] is an inferior (and negligibly cheaper) version of the button-down shirt and should be avoided.&lt;br /&gt;
&lt;br /&gt;
[[Tribalwear]] offers the best thermal insulation and is cheaper.  [[Button-down shirt]] + [[pants]] has the same armor values but also covers the shoulders, arms, and neck.  When made of the weakest textiles like [[cloth]], the armor is so low that enemy weapons' AP completely nullifies it, making the coverage irrelevant, so you might as well use the cheaper tribalwear.  But as you acquire stronger textiles, the armor coverage becomes more valuable, and insulation becomes more plentiful as you give everyone a full set of clothing, so the button-down combo becomes the better choice usually early to mid game.  Note that, if you're using [[duster]]s/[[cape]]s/[[jacket]]s—which have higher armor values—then your strongest textiles are best spent on upgrading the outerwear first.  (For example, a [[thrumbofur]] duster and [[plainleather]] shirt+pants protects better than a plainleather duster and thrumbofur shirt+pants.)&lt;br /&gt;
&lt;br /&gt;
[[Flak pants]] are available mid-game; they give 40% sharp protection, about the same as [[hyperweave]] and [[thrumbofur]] pants, but are cheaper and easier to source (note again that you should spend those textiles on dusters first—hyperweave dusters give 60% sharp protection to legs)—at the cost of -0.12 move speed.  Whether this is worthwhile depends on your combat style.  Flak pants also occupy the Middle layer for legs, making them incompatible with power armor, and therefore not used in the late game.&lt;br /&gt;
&lt;br /&gt;
The [[formal shirt]]{{RoyaltyIcon}} will replace the button-down for [[noble]]s{{RoyaltyIcon}} of a certain rank, but provides no benefit to other pawns. The rare [[eltex shirt]]{{RoyaltyIcon}} is useful for [[psycast]]ers{{RoyaltyIcon}} but provides little protection.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} have three options: [[kid tribalwear]], [[kid shirt]] + [[kid pants]], and [[kid romper]].  All have the same armor values; kid tribalwear provides the best insulation and the least armor coverage, kid romper is the opposite, and shirt+pants is in between; material costs are 30, 40, 30 respectively.  So it's a similar tradeoff as for adults, but children's needs are somewhat different.  First, heat insulation is more difficult for children because there is (currently) no kid duster or jacket, although there is a [[kid parka]].  Second, players will usually keep children out of combat situations to the extent possible (though unusual events and social fights do happen), so the armor values on their clothing will matter much more rarely than for adults.  Thus, the case for tribalwear is stronger in children's clothing, especially in hot climates.&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The middle layer is primarily the realm of Armor, with the [[Eltex vest]] {{RoyaltyIcon}} and [[Corset]]/[[Formal vest]] {{RoyaltyIcon}} being the only Clothing items that use it. What option is selected here will depend on the stage of the game and military strategies employed.&lt;br /&gt;
&lt;br /&gt;
=== Head Layer ===&lt;br /&gt;
This layer can mostly be divided into three categories: hats (textile), masks (wood/metal), and helmets.&lt;br /&gt;
&lt;br /&gt;
Among textile-based hats, the [[hood]] gives the best social impact of +20%, as well as 0.2x armor.  The [[broadwrap]]{{IdeologyIcon}} offers the highest armor value among textile hats (0.25x, tied with [[headwrap]]{{IdeologyIcon}}), and also gives the widest coverage of all headwear, protecting even the neck and shoulders.&lt;br /&gt;
&lt;br /&gt;
The [[visage mask]]{{IdeologyIcon}} has generally higher armor values than textile hats (although [[devilstrand]] or [[hyperweave]] broadwrap beats it in sharp protection).  The [[war mask]] is a more expensive version of a wooden visage mask, but also gives +10% pain shock threshold.&lt;br /&gt;
&lt;br /&gt;
Helmets have the highest armor values; even the most basic [[steel]] [[simple helmet]] is stronger than [[plasteel]] visage masks, and is comparable to hyperweave broadwrap; though they don't cover the eyes, nose, or jaw.  Power armor helmets do cover the full head, and, once you have the tech and the resources, the [[marine helmet]]—or [[cataphract helmet]],{{RoyaltyIcon}} if you can get it—is the best.  (Broadwrap still provides wider coverage than power helmets—to the neck and shoulders—but that can be addressed with a [[flak vest]] or other armor.)  The prestige versions of the power helmets are useful for psycasters.&lt;br /&gt;
&lt;br /&gt;
Temperature-wise, the [[tuque]], its equivalent [[flophat]],{{IdeologyIcon}} and its [[leather]]-based equivalent [[tailcap]]{{IdeologyIcon}} protect best against cold, while the [[cowboy hat]] and [[shadecone]]{{IdeologyIcon}} protect best against heat.  The cowboy hat is better than the shadecone for colonists, though since it decreases slave suppression you might give slaves the shadecone.&lt;br /&gt;
&lt;br /&gt;
For pawns that require noble apparel, the prestige power helmets give the best armor, while if you want a social impact bonus you may need to use the [[top hat]]/[[ladies hat]], or the [[coronet]] for royal pawns.&lt;br /&gt;
&lt;br /&gt;
There's a variety of special-purpose hats, most of which provide little to no armor (and all of which are weaker than [[recon helmet]]s).  [[Eltex]]{{RoyaltyIcon}} hats boost psychic abilities, [[psychic foil helmet]]s reduce them, the [[gunlink]]{{RoyaltyIcon}} increases shooting, there are several mech-bandwidth-enhancing hats, etc.  Whether the special abilities are worth the armor reduction depends on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
The Outer layer is primarily for armor and additional clothing layers. They can be combined with shirts, [[flak pants]], and [[flak vest]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Parka]] is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values. &lt;br /&gt;
&lt;br /&gt;
The [[Duster]] is a cowboy attire. Aside from good heat insulation, it also offers decent protection. The [[Cape]] is the Noble apparel statistical equal of the duster.&lt;br /&gt;
&lt;br /&gt;
The [[Jacket]] is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.&lt;br /&gt;
&lt;br /&gt;
For slaves, the slave body strap occupies this slot, unless the biome is extremely cold or hot, due to it increasing the slaves suppression, while providing nearly no protection.&lt;br /&gt;
&lt;br /&gt;
=== Suggested apparel progression ===&lt;br /&gt;
What constitutes the &amp;quot;correct&amp;quot; apparel for pawns depends on a variety of factors including game-stage, [[biome]] both for available [[materials]] and [[temperature]] concerns, [[difficulty]], strategies employed, the presence or absence of [[DLC]] and even what a player considers acceptable risk. &lt;br /&gt;
The suggested loadouts presented below represent a rough timeline suitable for [[Biomes#Warm Biomes|comfortable biomes]] and moderate difficulty, and with some common sense modifications will fit most playstyles.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Early''':&lt;br /&gt;
The [[synthread]] apparel you start with should suffice for the early game. Start hunting and begin crafting [[button-down shirt]]s and [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Mid''':&lt;br /&gt;
The best apparel combo for this stage of the game is [[button-down shirt]] and a pair of [[pants]] on the skin layer, a [[flak vest]] in the middle, and a [[duster]] on the top. This combination offers good amounts of protection without significantly compromising the movement speed of a pawn.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Late''':&lt;br /&gt;
The best combo for the late game is a pair of pants and a button down shirt on the bottom layer,  a [[marine armor]] set for ranged pawns, or a set of [[recon armor]] with a [[shield belt]] for melee pawns. For [[Royalty]] {{RoyaltyIcon}} owners, [[cataphract armor]] is recommended for ranged fighters, and a set of [[locust armor]] and a shield belt is suggested for melee brawlers because of the installed [[jump pack]] that frees up an utility slot for the shield belt.&lt;br /&gt;
&lt;br /&gt;
For pawns with 2 arm replacements, flak vest with devilstrand duster is generally better than marine armor. With hyperweave or thrumbofur dusters, it's better than cataphract armor. This assumes that they all have the same quality level.&lt;br /&gt;
&lt;br /&gt;
'''Royal Fighter {{RoyaltyIcon}}''':&lt;br /&gt;
Royal pawns that are also fighters should wear the [[prestige armor|prestige]] versions of the Industrial - Late combo.&lt;br /&gt;
&lt;br /&gt;
'''Royal Psycaster {{RoyaltyIcon}}''':&lt;br /&gt;
Pawns that are [[title|nobles]] and have fighting as a secondary priority, equip the pawn with full eltex gear. The recommended combo is: an [[eltex skullcap]], an [[eltex robe]], an [[eltex vest]], and an [[eltex shirt]]. This is full eltex set is hard to acquire, so they can use the Royal Fighter combo or just the normal clothing requirements for the title, such as the prestige robe and formal vest.&lt;br /&gt;
&lt;br /&gt;
== Comparison tables ==&lt;br /&gt;
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers. &lt;br /&gt;
&lt;br /&gt;
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[flak pants]] and the [[flak vest]] which both occupy the middle layer do not cover the same body parts, and thus can be worn together.&lt;br /&gt;
&lt;br /&gt;
The hands and feet, across all layers, are NOT covered by any apparel present in base game.&lt;br /&gt;
&lt;br /&gt;
Since some armor covers multiple layers, they are present in multiple tables as well.&lt;br /&gt;
&lt;br /&gt;
=== Headgear ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Headgear}}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Eyes}}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Skin}}&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Middle}}&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Outer}}&lt;br /&gt;
&lt;br /&gt;
=== Internal ===&lt;br /&gt;
{{Apparel Table | type=Body Parts | layer=Internal}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Apparel insulation introduced with temperature system.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Apparel becomes damaged when owner dies from violence, takes the damage it absorbs as armor and wears out over very long periods of use. Tattered apparel [[mood|thought]] added.&lt;br /&gt;
* Beta 19 or earlier - Traders will no longer accept tainted apparel.&lt;br /&gt;
* Beta 19 - System changed d100 system. Previously each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
*  Beta 19/1.0 - Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns &amp;quot;upgrading&amp;quot; to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pawns now try a lot harder to avoid wearing tattered apparel.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Pawns won't automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apparel&amp;diff=184024</id>
		<title>Apparel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apparel&amp;diff=184024"/>
		<updated>2026-09-15T14:18:17Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Outfit selection */ added some important detail about temperature based outfit selection&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:apparel_preview.png|140px|right]]|40px}}'''Apparel''' is worn by your colonists to protect them from extreme temperatures or from [[Damage|damage]] in combat.&lt;br /&gt;
See a pawn's Gear tab to see what apparel they are wearing.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Clothing vs Armor ==&lt;br /&gt;
There are two main types of apparel, [[clothing]] and [[armor]]. Both clothing and armor use the same basic mechanics and the distinction is largely arbitrary beyond its use in sorting items. They can be mixed and matched, as far as [[Apparel layers]] allow.&lt;br /&gt;
&lt;br /&gt;
Clothing usually:&lt;br /&gt;
* is made from light materials (fabrics and leathers);&lt;br /&gt;
* offers good insulation from extreme temperatures;&lt;br /&gt;
* offers lower protection from damage (with the right materials, clothing can be a worthwhile &amp;quot;light&amp;quot; armor).&lt;br /&gt;
&lt;br /&gt;
Armor usually:&lt;br /&gt;
* is made from solid materials (metal);&lt;br /&gt;
* offers less insulation from extreme temperatures;&lt;br /&gt;
* offers good protection from damage;&lt;br /&gt;
* gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor).&lt;br /&gt;
[[File:Apparel examples.png|350px|thumb|center|Examples of different apparel, including both [[clothing]] and [[armor]]]]&amp;lt;!-- This image relates to this intro section; any larger and this image will block text until below TOC --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Layers and coverage ==&lt;br /&gt;
{{:Apparel layers}}&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a [[Melee]] strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark particle effect. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%.&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| c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Sharp|Sharp]]&lt;br /&gt;
| Armor - Sharp || Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause [[Bleeding]]. Even the lightest clothing material seems to offer some protection against sharp damage.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like fist and [[club]] attacks, rock falls, explosions, and strikes with ranged weapons at melee range. This protection is generally limited, and blunt weapons will generally have to deal with less armor than an equivalent tier sharp weapon.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against fire damage from natural fires, fire weapons such as [[molotov cocktail]]s, as well as [[lightning|lightning strikes]] and [[Damage Types#Beam|Beam]] damage. Not to be mistaken with Heat Insulation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
=== Calculation ===&lt;br /&gt;
Each pawn [[body part]] has its own '''armor rating''', which is affected by every '''layer''' of worn apparel covering that body part. &lt;br /&gt;
Incoming attack damage is first applied to the outermost layer of apparel at a body part and proceeds sequentially through all layers of apparel before finally damaging the pawn. Damage passes through a layer completely if no armor is found there. Note that some attacks can damage multiple body parts at once.&lt;br /&gt;
&lt;br /&gt;
So if a pawn wearing only a [[duster]], [[flak vest]], and [[tribalwear]] were struck in the torso, the final damage to the torso would be calculated thus:&lt;br /&gt;
# First, the armor effects of the outermost apparel layer (in this example, the duster) are applied to the total damage of the attack.&lt;br /&gt;
# If there is residual attack damage, then the effects of the next layer (the flak vest on the middle layer) are applied to the attack damage.&lt;br /&gt;
# If there is still residual damage, the armor of the next layer, the tribalwear, is applied.&lt;br /&gt;
# If no layers of apparel remain, any residual damage is applied to the skin of the body part.&lt;br /&gt;
&lt;br /&gt;
If this same pawn were hit in the arm, the only armor effects would come from their duster, as neither the vest nor tribalwear cover the arm. If they were struck in the head, then the damage would be directly applied to the head, as they aren't wearing anything that covers their head.&lt;br /&gt;
&lt;br /&gt;
Some items occupy multiple apparel layers, such as [[Marine armor]] which occupies both the middle and outer layer. In such cases, damage is only calculated against the item one time, leaving the other occupied layer(s) technically unarmored. A strike to the torso would be calculated against the marine armor only once, with residual damage passing to the next apparel item. Armor that occupies multiple layers typically has much higher armor values and armor penetration resistance, though, to more than make up for the loss of an apparel layer.&lt;br /&gt;
&lt;br /&gt;
''See the [[#Analysis|Analysis]] section below for details.''&lt;br /&gt;
&lt;br /&gt;
In-game, Armor rating is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the &amp;quot;effective armor rating&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
'''Note''': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. E.g. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% effective armor rating, ''not'' 150% * (1 - 50%) = 75% effective armor rating.&lt;br /&gt;
#The effective armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is halved.&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
#If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.&lt;br /&gt;
&lt;br /&gt;
==== Sharp damage ====&lt;br /&gt;
If the damage is Sharp and any layer halves the damage, then any remaining damage to the pawn will be changed to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite the common misconception, the armor effect of layers below will still be calculated against the ''sharp armor rating'' of those layers, '''not''' against the blunt armor rating. For example,  if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack, converting it to blunt damage in the process, the flak vest will still use its sharp armor rating for its attempt at mitigating the damage.&lt;br /&gt;
&lt;br /&gt;
==== Flame damage ====&lt;br /&gt;
Heat armor works to prevent [[Damage Types#Flame|Flame]] damage from injuring the pawn using the same process as any other armor and damage type, but any Flame damage that actually deals damage to the pawn has a chance to set the pawn on [[fire]]. This ignition chance is the same regardless of the damage dealt to the pawn, so long as some damage is actually dealt. Thus if the Heat Armor does not outright negate the damage, it otherwise does nothing to prevent the pawn from being ignited. &lt;br /&gt;
&lt;br /&gt;
While [[Damage Types#Burn|Burn]] damage is otherwise identical to Flame damage, including its interaction with heat armor, it cannot ignite pawns.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
The formula for the average residual damage for an ''effective'' armor value ''A'' is: max(100%-A, 0%) + (min(A, 100%) - A/2)/2&lt;br /&gt;
&lt;br /&gt;
Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage that has 0% AP; this currently works only on heat damage, as all other kinds of damage have armor penetration.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per item of apparel, from the item occupying the outermost layer in. Armor mitigation does stack multiplicatively, e.g. two pieces of armor layered on top of each other can each mitigate the damage by 50%, reducing it to 25% of the base damage. Each layer also has an independent chance to entirely negate the damage, using the above calculation steps.&lt;br /&gt;
&lt;br /&gt;
Armor Penetration is applied identically to each layer.  This means that, while multiple layers of armor each have more chances to mitigate the damage, layering apparel with low armor values may do little or nothing against projectiles with high armor penetration, while a single layer of high armor value may be able to mitigate it. For example a pawn with both a [[devilstrand]] [[Button-down shirt|shirt]] with sharp armor of 28% and a [[toughskin gland]] with sharp armor 35% would always receive full damage from a [[charge rifle]], as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values may be preferable over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
Because most damage in combat is sharp, unless you are planning to fight a specific threat with blunt or heat damage, it's better to focus on sharp armor alone. Counterintuitively, the most protection from sharp damage in the game is not provided by legendary [[cataphract armor]], but by legendary thrumbofur [[duster]] and [[flak vest]] under it. But the cataphract armor gives better protection for the limbs&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, takes damage from several factors. It takes 1 HP of damage for every 4 points of damage dealt to the wearer, provided the damage is applied to that layer and location. Thus, if an attack hits a pawn's torso and is stopped by apparel on the Outer layer, such as a [[Duster]], the duster will receive damage, but a torso-covering item on Middle layer, such as a [[Flak vest]] will receive no damage. If the duster were to halve the damage instead, then the flak vest would receive half of the durability damage, while the duster would receive full damage.&lt;br /&gt;
&lt;br /&gt;
The damage to the item is the same regardless of whether it deflects all the damage, half the damage, or no damage, just so long as the attack is calculated against that item.  The durability damage is calculated off of the raw damage as it reaches that layer, before that layer's mitigation is applied. Therefore, as [[quality]] does not affect an item's HP, high-quality armor lasts about as long as low-quality armor in combat, but will better protect lower layers from damage.&lt;br /&gt;
&lt;br /&gt;
Apparel also takes damage when the pawn wearing it is on fire.  Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel.&lt;br /&gt;
&lt;br /&gt;
All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day).  This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way. This damage is not modified by the [[Quality#General|deterioration rate factor]] applied by [[quality]] - worn clothing is damaged at the same average rate regardless of quality.&lt;br /&gt;
&lt;br /&gt;
Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage.&lt;br /&gt;
&lt;br /&gt;
=== Damaged apparel ===&lt;br /&gt;
A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 24em&amp;quot;&lt;br /&gt;
! HP !! Thought !! Debuff&lt;br /&gt;
|-&lt;br /&gt;
| 20% - 50% || &amp;quot;Ratty apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -3&lt;br /&gt;
|-&lt;br /&gt;
| below 20% || &amp;quot;Tattered apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Durability does not affect stats such as protection and insulation.&lt;br /&gt;
&lt;br /&gt;
== Insulation ==&lt;br /&gt;
[[File:Legendary muffalo wool parka.png|500px|thumb|right|In-game insulation stats from a legendary muffalo wool parka]]&lt;br /&gt;
Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures.  By default a naked human has a very narrow acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}, so you'll need to wear apparel to survive in the harsh environment of a rimworld.&lt;br /&gt;
&lt;br /&gt;
=== Insulation from a single piece of apparel ===&lt;br /&gt;
Apparel can offer &amp;quot;'''Insulation - Cold'''&amp;quot;, which protects from extremely cold temperatures, and &amp;quot;'''Insulation - Heat'''&amp;quot; which protects from extremely hot temperatures.&lt;br /&gt;
The amount of insulation a piece of apparel offers is equal to:&lt;br /&gt;
&lt;br /&gt;
  Insulation = Material insulation * Apparel insulation_factor * Quality multiplier&lt;br /&gt;
&lt;br /&gt;
* '''Material insulation''': the material used to create an article of apparel has a large impact on how much insulation a piece of apparel offers.  For example, [[muffalo wool]] offers {{Temperature|{{Q|Muffalo wool|Insulation - Cold Factor}}||delta}} of insulation from cold, while [[birdskin]] only offers {{Temperature|{{Q|Birdskin|Insulation - Cold Factor}}||delta}}. See [[textile]]s for a full comparison of clothing options.&lt;br /&gt;
* '''Apparel insulation factor''': each type of apparel has an insulation factor associated with it. For example, [[parka]]s have an insulation factor - cold of {{Q|Parka|Insulation Factor - Cold}}, so a normal muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}}}||delta}} of insulation from cold. See [[clothing]] for a full comparison.&lt;br /&gt;
* '''Quality multiplier''': the [[quality]] of an item influences its insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}*1.8}}||delta}} of insulation from cold. See [[quality]] for a full comparison.&lt;br /&gt;
&lt;br /&gt;
=== Total insulation for a pawn ===&lt;br /&gt;
[[File:Total insulation cold.png|500px|thumb|right|Total cold insulation for a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt]]&lt;br /&gt;
The total insulation for a pawn is the sum of the insulation from each piece of apparel.  A pawn's minimum comfortable temperature is reduced by their total '''Insulation - Cold''', while their maximum comfortable temperature is increased by their '''Insulation - Heat'''.&lt;br /&gt;
&lt;br /&gt;
For example, consider a pawn wearing a legendary [[muffalo wool]] [[parka]] and a poor quality [[cloth]] [[button-down shirt]].  By default, humans have an acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}. We can find the new temperature range by computing the insulation from the clothing, then adding to the base insulation:&lt;br /&gt;
&lt;br /&gt;
'''Computing insulation from clothing'''&lt;br /&gt;
  '''Parka cold insulation''' = muffalo wool cold insulation * parka cold insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Cold}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Parka heat insulation''' = muffalo wool heat insulation * parka heat insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Heat}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt cold insulation''' = cloth cold insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Cold}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt heat insulation''' = cloth heat insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Heat}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
'''Adding to base insulation'''&lt;br /&gt;
  '''Minimum acceptable temperature''' = default minimum acceptable temperature - parka cold insulation - shirt cold insulation&lt;br /&gt;
  = 16 - {{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}} - {{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 16 - ({{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8) - ({{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Maximum acceptable temperature''' = default maximum acceptable temperature + parka heat insulation + shirt heat insulation&lt;br /&gt;
  = 26 + {{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}} + {{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 26 + ({{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8) + ({{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
So the new comfortable range is: '''-89°C to 27.6°C'''&lt;br /&gt;
&lt;br /&gt;
== Flammability ==&lt;br /&gt;
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material.&lt;br /&gt;
&lt;br /&gt;
It has no effect on the chance of a pawn to catch fire while wearing the item.&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nudity ==&lt;br /&gt;
In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered.  &lt;br /&gt;
Most colonists will receive a {{--|6}} mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing.&lt;br /&gt;
&lt;br /&gt;
For Nudists the opposite is true - they receive a {{+|20}} mood bonus while naked and a {{--|3}} mood penalty while wearing any clothes other than [[sash]]es, [[heavy bandolier]]s, and headgear. They have no negative or positive social opinions about nudity.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology (DLC)]] installed and active, mood for being naked and opinion of others who are naked depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts. Nudists are completely unaffected by ideoligion clothing standards, both for mood and for social opinions of others being nude. They do however get the {{+|1}} mood bonus for ideoligion preferred apparel, but unless that apparel is nudist acceptable they will still lose the {{+|20}} mood bonus and gain the {{--|3}} mood penalty.&lt;br /&gt;
&lt;br /&gt;
== Special values ==&lt;br /&gt;
Clothing can have very specific secondary values. The more common ones are:&lt;br /&gt;
* Negative movement Speed. This is mostly seen with armor&lt;br /&gt;
* Bonus to social skills. This is a extremely common stat for any form of headwear that is not armor&lt;br /&gt;
* Pain Threshold. Specific to Tribal clothing, this increases when a character will collapse from damage&lt;br /&gt;
&lt;br /&gt;
== Tainted apparel ==&lt;br /&gt;
Apparel that is worn by a human as they die becomes tainted. The clothing must be worn, not merely carried, to become tainted. All tainted items have names suffixed with single letter ''T''. [[Utility]] items never become tainted. &lt;br /&gt;
&lt;br /&gt;
Most pawns wearing tainted apparel gain a persistent [[mood]] debuff as long as they're wearing it that scales with the number of items worn - colonists with [[Bloodlust]] trait or [[Inhuman]] meme{{IdeologyIcon}}{{AnomalyIcon}} are unaffected by tainted clothing. Tainted clothes also have their [[market value]] decreased by 90%. [[Trade]]rs and [[faction base]]s do not buy tainted apparel nor accept them as gifts, but tainted clothing may be sent to them via [[transport pod]] for [[goodwill]] at their reduced market value. &lt;br /&gt;
&lt;br /&gt;
The apparel that is worn by a pawn as they are resurrected by a [[resurrector mech serum]] become untainted. There is no other way to untaint apparel.&lt;br /&gt;
&lt;br /&gt;
While tainted apparel does give a mood debuff, [[#Insulation|insulation]], [[#Protection|protection]], and [[#Nudity|nudity]] concerns may take precedence over the comparatively minor penalty. &lt;br /&gt;
&lt;br /&gt;
If truly unwanted, tainted apparel can be [[#Disposal|disposed of]] via a variety of means - one easy way is to create an outdoor stockpile for tainted apparel where they will deteriorate over time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 14em&amp;quot;&lt;br /&gt;
! Num. Items !! Debuff&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 2 &lt;br /&gt;
| {{--|8}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 3 &lt;br /&gt;
| {{--|11}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 4+ &lt;br /&gt;
| {{--|14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Disposal ==&lt;br /&gt;
Apparel can also be destroyed via a &amp;quot;Burn apparel&amp;quot; bill at a [[crematorium]] or a [[campfire]] or destroyed at an electric smelter. Apparel containing [[metallic]] resources can instead be smelted at an [[electric smelter]], for a return of 25% of the metallic resources used to create them. Note that things such as [[component]]s will similarly be reduced to their base metals. In either case care must be taken in selecting the allowed items to destroyed. &lt;br /&gt;
&lt;br /&gt;
A ''burn pit'' provides a quick way to dispose of large quantities of burnable apparel. Place a [[stockpile zone]] on non-flammable [[terrain]] or [[floor]]ing, designate the zone for all apparel you wish to dispose of - suggested settings are tainted and non-smeltable apparel only, remove the automatically created [[home zone]] around the stockpile to prevent colonists extinguishing the fire, and manually attack the pile with an incendiary weapon such as a [[Molotov cocktail]]. [[Fire]] will spread from item to item and the unwanted apparel will be destroyed with minimal colonist work.&lt;br /&gt;
&lt;br /&gt;
Another alternative is to simply dump all unwanted apparel onto water or marsh tiles, which will rapidly speed up its [[deterioration]] rate.&lt;br /&gt;
&lt;br /&gt;
Finally, unwanted apparel can be sold or gifted for [[goodwill]] if [[#Tainted apparel|untainted]]. If disposing of apparel because it becomes worn, disposal at 60% HP will retain significantly more market value than waiting for 50% and the first worn moodlet to apply. Any item, including tainted items, can be sent as gifts via [[transport pod]]s to [[faction base]]s. For the majority of items, the reduction in market value from tainting makes this not worth the resources to make and launch the transport pod. For items with high base values, like hyperweave clothes occasionally found on raiders, it can still be worthwhile.&lt;br /&gt;
&lt;br /&gt;
== Outfit selection ==&lt;br /&gt;
{{Stub|section=1|reason=General and also how the automatic apparel selection works. most info commented out below}}&lt;br /&gt;
Colonists can be instructed to automatically equip items from a whitelist selected in the [[apparel policies]]. Pawns will attempt to select items based on a number of factors and the stats of the items available for selection - they will occasionally update their selection as &amp;quot;better&amp;quot; options become available or they are required to remove items per the apparel policy. Pawns can also be instructed to &amp;quot;force&amp;quot; wear an item, in which case they will continue to wear the item regardless of apparel policy or the statistics. &lt;br /&gt;
&lt;br /&gt;
The logic for automatic apparel selection assigns a numerical value to the apparel available to the pawn. This value is based on the apparel's properties, such as its sharp and blunt armor and its insulation, as well as the pawn's requirements and preferences. The pawn compares the potential improvement from wearing an item with its current outfit, and will switch if the improvement is significant enough. Apparel that can be worn without replacing an existing item is favored over apparel that would require another item to be removed. The selection check occurs approximately every 0.1–0.15 days.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
When determining whether to favor cold-insulating apparel, the selection system does not use the current temperature. Instead, it compares the average temperature of the current [[quadrum|season]] to the pawn's base comfortable minimum temperature. If the average temperature is sufficiently below the pawn's comfortable minimum, cold insulation is given greater weight when selecting apparel. This means that the apparel selection system can favor warmer clothing during a cold period, but it does not check whether the resulting outfit is actually sufficient for the temperature the pawn is currently experiencing.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
The selection value is calculated as follows:&lt;br /&gt;
* If the pawn is physically capable of wearing the item, the value has a base value of 0.1&lt;br /&gt;
* If the apparel has the &amp;lt;code&amp;gt;&amp;lt;MechanitorApparel&amp;gt;True&amp;lt;MechanitorApparel&amp;gt;&amp;lt;/code&amp;gt; tag, and the pawn is not a [[mechanitor]],{{BiotechIcon}} the value is set to -10.&lt;br /&gt;
* If the apparel has the &amp;lt;code&amp;gt;&amp;lt;slaveApparel&amp;gt;True&amp;lt;slaveApparel&amp;gt;&amp;lt;/code&amp;gt; tag, and the pawn is not a [[slave]],{{IdeologyIcon}} the value is set to -10&lt;br /&gt;
* Some apparel then defines a &amp;lt;code&amp;gt;&amp;lt;scoreOffset&amp;gt;&amp;lt;/code&amp;gt; that is added to the score. For example, all [[utility]] items excluding [[shield belt]], [[disruptor flare pack]], [[smokepop pack]] and [[firefoam pop pack]], [[airwire headset]],{{BiotechIcon}} [[array headset]],{{BiotechIcon}} [[mechcommander helmet]],{{BiotechIcon}} [[mechlord helmet]],{{BiotechIcon}} [[locust armor]],{{RoyaltyIcon}} [[grenadier armor]],{{RoyaltyIcon}} and [[phoenix armor]],{{RoyaltyIcon}} all have a bonus of +4, while the [[torture crown]] has a malus of -10. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the sharp + blunt armor rating is added to the score. Note this is done as a value from 0-1, not 0-100, which means the bonus of 4 makes it 4x more &amp;quot;valuable&amp;quot; than an apparel piece that gives 50% sharp and 50% blunt armor.&lt;br /&gt;
If the apparel is damaged to the point of being considered frayed, the score is multiplied by some value between 0.2-0.3. If it's tattered, this drops to between 0 and 0.2. The exact value depends on how damaged it is.&lt;br /&gt;
Shield belts get a bonus between 0.25 and approximately 2.0, depending on how much max charge they can hold.&lt;br /&gt;
If it's going to be cold, apparel that gives insulation against the cold gets a bonus score between 1 point and 8 points (for 30 degrees celsius of insulation)If it's tainted, the score is decreased by 0.5 and then multiplied by 0.1 if it's still positive.&lt;br /&gt;
If it's human leather and the pawn doesn't like human leather, again -0.5 then x0.1&lt;br /&gt;
If it's considered &amp;quot;wrong gender&amp;quot; apparel the score is multiplied by 0.01.&lt;br /&gt;
If there is apparel that is required for e.g. royal title, its score is multiplied by 25. If it's &amp;quot;allowed&amp;quot; by some special circumstance (allowedTags in various places like royal titles) it's multiplied by 10.&lt;br /&gt;
If the pawn's royal title defines a min quality, and the apparel is below that quality, the score is multiplied by 0.25.&lt;br /&gt;
if the score the pawn would gain by switching apparel (i.e. the score of the new apparel - the sum of scores of any apparel that needs to be taken off to wear it) is &amp;lt; 0.05, the pawn &amp;quot;doesn't care&amp;quot; and doesn't switch&lt;br /&gt;
if apparel can be equipped without replacing anything, its relative score is multiplied by x10 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;if it's going to be cold&amp;quot; is specifically defined as &amp;quot;if the average temperature in the current twelfth is more than 4 degrees (celsius) below my comfortable min temperature&amp;quot;  twelfth = month = 5 days --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
A number of Materials are available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item.&lt;br /&gt;
&lt;br /&gt;
=== Armor materials ===&lt;br /&gt;
These materials are primarily used for armor. It includes any metal and in rare cases, even wood. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.)&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Stuff Category::Metallic]] OR [[Stuff Category::Woody]]&lt;br /&gt;
| ?Stuff Category&lt;br /&gt;
| ?Market Value Base = Market Value&lt;br /&gt;
| ?Beauty Factor&lt;br /&gt;
| ?Beauty Offset&lt;br /&gt;
| ?Work To Make Factor&lt;br /&gt;
| ?Max Hit Points Factor&lt;br /&gt;
| ?Flammability Factor&lt;br /&gt;
| ?Armor - Sharp Factor&lt;br /&gt;
| ?Armor - Blunt Factor&lt;br /&gt;
| ?Armor - Heat Factor&lt;br /&gt;
| ?Insulation - Cold Factor = Insulation - Cold (&amp;amp;deg;C)&lt;br /&gt;
| ?Insulation - Heat Factor = Insulation - Heat (&amp;amp;deg;C)&lt;br /&gt;
| limit = 100&lt;br /&gt;
| link = subject&lt;br /&gt;
| mainlabel = Material&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Clothing materials ===&lt;br /&gt;
See [[Textiles#Material Effects]].&lt;br /&gt;
&lt;br /&gt;
== Common combinations ==&lt;br /&gt;
{{Rewrite|section=1|reason=Currently a C&amp;amp;P from clothing. Needs adaption to all apparel, general analysis, suggested combos need some TLC. Whole section needs TLC}}&lt;br /&gt;
Apparel combinations are limited by layer and coverage, and this selective incompatibility leads to trends in combinations that are discussed and compared here.&lt;br /&gt;
&lt;br /&gt;
=== Skin Layer ===&lt;br /&gt;
In the early game, this layer is dominated by two options: [[tribalwear]] or [[button-down shirt]] + [[pants]].  The [[t-shirt]] is an inferior (and negligibly cheaper) version of the button-down shirt and should be avoided.&lt;br /&gt;
&lt;br /&gt;
[[Tribalwear]] offers the best thermal insulation and is cheaper.  [[Button-down shirt]] + [[pants]] has the same armor values but also covers the shoulders, arms, and neck.  When made of the weakest textiles like [[cloth]], the armor is so low that enemy weapons' AP completely nullifies it, making the coverage irrelevant, so you might as well use the cheaper tribalwear.  But as you acquire stronger textiles, the armor coverage becomes more valuable, and insulation becomes more plentiful as you give everyone a full set of clothing, so the button-down combo becomes the better choice usually early to mid game.  Note that, if you're using [[duster]]s/[[cape]]s/[[jacket]]s—which have higher armor values—then your strongest textiles are best spent on upgrading the outerwear first.  (For example, a [[thrumbofur]] duster and [[plainleather]] shirt+pants protects better than a plainleather duster and thrumbofur shirt+pants.)&lt;br /&gt;
&lt;br /&gt;
[[Flak pants]] are available mid-game; they give 40% sharp protection, about the same as [[hyperweave]] and [[thrumbofur]] pants, but are cheaper and easier to source (note again that you should spend those textiles on dusters first—hyperweave dusters give 60% sharp protection to legs)—at the cost of -0.12 move speed.  Whether this is worthwhile depends on your combat style.  Flak pants also occupy the Middle layer for legs, making them incompatible with power armor, and therefore not used in the late game.&lt;br /&gt;
&lt;br /&gt;
The [[formal shirt]]{{RoyaltyIcon}} will replace the button-down for [[noble]]s{{RoyaltyIcon}} of a certain rank, but provides no benefit to other pawns. The rare [[eltex shirt]]{{RoyaltyIcon}} is useful for [[psycast]]ers{{RoyaltyIcon}} but provides little protection.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} have three options: [[kid tribalwear]], [[kid shirt]] + [[kid pants]], and [[kid romper]].  All have the same armor values; kid tribalwear provides the best insulation and the least armor coverage, kid romper is the opposite, and shirt+pants is in between; material costs are 30, 40, 30 respectively.  So it's a similar tradeoff as for adults, but children's needs are somewhat different.  First, heat insulation is more difficult for children because there is (currently) no kid duster or jacket, although there is a [[kid parka]].  Second, players will usually keep children out of combat situations to the extent possible (though unusual events and social fights do happen), so the armor values on their clothing will matter much more rarely than for adults.  Thus, the case for tribalwear is stronger in children's clothing, especially in hot climates.&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The middle layer is primarily the realm of Armor, with the [[Eltex vest]] {{RoyaltyIcon}} and [[Corset]]/[[Formal vest]] {{RoyaltyIcon}} being the only Clothing items that use it. What option is selected here will depend on the stage of the game and military strategies employed.&lt;br /&gt;
&lt;br /&gt;
=== Head Layer ===&lt;br /&gt;
This layer can mostly be divided into three categories: hats (textile), masks (wood/metal), and helmets.&lt;br /&gt;
&lt;br /&gt;
Among textile-based hats, the [[hood]] gives the best social impact of +20%, as well as 0.2x armor.  The [[broadwrap]]{{IdeologyIcon}} offers the highest armor value among textile hats (0.25x, tied with [[headwrap]]{{IdeologyIcon}}), and also gives the widest coverage of all headwear, protecting even the neck and shoulders.&lt;br /&gt;
&lt;br /&gt;
The [[visage mask]]{{IdeologyIcon}} has generally higher armor values than textile hats (although [[devilstrand]] or [[hyperweave]] broadwrap beats it in sharp protection).  The [[war mask]] is a more expensive version of a wooden visage mask, but also gives +10% pain shock threshold.&lt;br /&gt;
&lt;br /&gt;
Helmets have the highest armor values; even the most basic [[steel]] [[simple helmet]] is stronger than [[plasteel]] visage masks, and is comparable to hyperweave broadwrap; though they don't cover the eyes, nose, or jaw.  Power armor helmets do cover the full head, and, once you have the tech and the resources, the [[marine helmet]]—or [[cataphract helmet]],{{RoyaltyIcon}} if you can get it—is the best.  (Broadwrap still provides wider coverage than power helmets—to the neck and shoulders—but that can be addressed with a [[flak vest]] or other armor.)  The prestige versions of the power helmets are useful for psycasters.&lt;br /&gt;
&lt;br /&gt;
Temperature-wise, the [[tuque]], its equivalent [[flophat]],{{IdeologyIcon}} and its [[leather]]-based equivalent [[tailcap]]{{IdeologyIcon}} protect best against cold, while the [[cowboy hat]] and [[shadecone]]{{IdeologyIcon}} protect best against heat.  The cowboy hat is better than the shadecone for colonists, though since it decreases slave suppression you might give slaves the shadecone.&lt;br /&gt;
&lt;br /&gt;
For pawns that require noble apparel, the prestige power helmets give the best armor, while if you want a social impact bonus you may need to use the [[top hat]]/[[ladies hat]], or the [[coronet]] for royal pawns.&lt;br /&gt;
&lt;br /&gt;
There's a variety of special-purpose hats, most of which provide little to no armor (and all of which are weaker than [[recon helmet]]s).  [[Eltex]]{{RoyaltyIcon}} hats boost psychic abilities, [[psychic foil helmet]]s reduce them, the [[gunlink]]{{RoyaltyIcon}} increases shooting, there are several mech-bandwidth-enhancing hats, etc.  Whether the special abilities are worth the armor reduction depends on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
The Outer layer is primarily for armor and additional clothing layers. They can be combined with shirts, [[flak pants]], and [[flak vest]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Parka]] is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values. &lt;br /&gt;
&lt;br /&gt;
The [[Duster]] is a cowboy attire. Aside from good heat insulation, it also offers decent protection. The [[Cape]] is the Noble apparel statistical equal of the duster.&lt;br /&gt;
&lt;br /&gt;
The [[Jacket]] is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.&lt;br /&gt;
&lt;br /&gt;
For slaves, the slave body strap occupies this slot, unless the biome is extremely cold or hot, due to it increasing the slaves suppression, while providing nearly no protection.&lt;br /&gt;
&lt;br /&gt;
=== Suggested apparel progression ===&lt;br /&gt;
What constitutes the &amp;quot;correct&amp;quot; apparel for pawns depends on a variety of factors including game-stage, [[biome]] both for available [[materials]] and [[temperature]] concerns, [[difficulty]], strategies employed, the presence or absence of [[DLC]] and even what a player considers acceptable risk. &lt;br /&gt;
The suggested loadouts presented below represent a rough timeline suitable for [[Biomes#Warm Biomes|comfortable biomes]] and moderate difficulty, and with some common sense modifications will fit most playstyles.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Early''':&lt;br /&gt;
The [[synthread]] apparel you start with should suffice for the early game. Start hunting and begin crafting [[button-down shirt]]s and [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Mid''':&lt;br /&gt;
The best apparel combo for this stage of the game is [[button-down shirt]] and a pair of [[pants]] on the skin layer, a [[flak vest]] in the middle, and a [[duster]] on the top. This combination offers good amounts of protection without significantly compromising the movement speed of a pawn.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Late''':&lt;br /&gt;
The best combo for the late game is a pair of pants and a button down shirt on the bottom layer,  a [[marine armor]] set for ranged pawns, or a set of [[recon armor]] with a [[shield belt]] for melee pawns. For [[Royalty]] {{RoyaltyIcon}} owners, [[cataphract armor]] is recommended for ranged fighters, and a set of [[locust armor]] and a shield belt is suggested for melee brawlers because of the installed [[jump pack]] that frees up an utility slot for the shield belt.&lt;br /&gt;
&lt;br /&gt;
For pawns with 2 arm replacements, flak vest with devilstrand duster is generally better than marine armor. With hyperweave or thrumbofur dusters, it's better than cataphract armor. This assumes that they all have the same quality level.&lt;br /&gt;
&lt;br /&gt;
'''Royal Fighter {{RoyaltyIcon}}''':&lt;br /&gt;
Royal pawns that are also fighters should wear the [[prestige armor|prestige]] versions of the Industrial - Late combo.&lt;br /&gt;
&lt;br /&gt;
'''Royal Psycaster {{RoyaltyIcon}}''':&lt;br /&gt;
Pawns that are [[title|nobles]] and have fighting as a secondary priority, equip the pawn with full eltex gear. The recommended combo is: an [[eltex skullcap]], an [[eltex robe]], an [[eltex vest]], and an [[eltex shirt]]. This is full eltex set is hard to acquire, so they can use the Royal Fighter combo or just the normal clothing requirements for the title, such as the prestige robe and formal vest.&lt;br /&gt;
&lt;br /&gt;
== Comparison tables ==&lt;br /&gt;
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers. &lt;br /&gt;
&lt;br /&gt;
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[flak pants]] and the [[flak vest]] which both occupy the middle layer do not cover the same body parts, and thus can be worn together.&lt;br /&gt;
&lt;br /&gt;
The hands and feet, across all layers, are NOT covered by any apparel present in base game.&lt;br /&gt;
&lt;br /&gt;
Since some armor covers multiple layers, they are present in multiple tables as well.&lt;br /&gt;
&lt;br /&gt;
=== Headgear ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Headgear}}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Eyes}}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Skin}}&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Middle}}&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Outer}}&lt;br /&gt;
&lt;br /&gt;
=== Internal ===&lt;br /&gt;
{{Apparel Table | type=Body Parts | layer=Internal}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Apparel insulation introduced with temperature system.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Apparel becomes damaged when owner dies from violence, takes the damage it absorbs as armor and wears out over very long periods of use. Tattered apparel [[mood|thought]] added.&lt;br /&gt;
* Beta 19 or earlier - Traders will no longer accept tainted apparel.&lt;br /&gt;
* Beta 19 - System changed d100 system. Previously each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
*  Beta 19/1.0 - Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns &amp;quot;upgrading&amp;quot; to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pawns now try a lot harder to avoid wearing tattered apparel.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Pawns won't automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apparel&amp;diff=184023</id>
		<title>Apparel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apparel&amp;diff=184023"/>
		<updated>2026-09-15T13:43:16Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Outfit selection */ listed utility items that don't have an outfit score offset&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:apparel_preview.png|140px|right]]|40px}}'''Apparel''' is worn by your colonists to protect them from extreme temperatures or from [[Damage|damage]] in combat.&lt;br /&gt;
See a pawn's Gear tab to see what apparel they are wearing.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Clothing vs Armor ==&lt;br /&gt;
There are two main types of apparel, [[clothing]] and [[armor]]. Both clothing and armor use the same basic mechanics and the distinction is largely arbitrary beyond its use in sorting items. They can be mixed and matched, as far as [[Apparel layers]] allow.&lt;br /&gt;
&lt;br /&gt;
Clothing usually:&lt;br /&gt;
* is made from light materials (fabrics and leathers);&lt;br /&gt;
* offers good insulation from extreme temperatures;&lt;br /&gt;
* offers lower protection from damage (with the right materials, clothing can be a worthwhile &amp;quot;light&amp;quot; armor).&lt;br /&gt;
&lt;br /&gt;
Armor usually:&lt;br /&gt;
* is made from solid materials (metal);&lt;br /&gt;
* offers less insulation from extreme temperatures;&lt;br /&gt;
* offers good protection from damage;&lt;br /&gt;
* gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor).&lt;br /&gt;
[[File:Apparel examples.png|350px|thumb|center|Examples of different apparel, including both [[clothing]] and [[armor]]]]&amp;lt;!-- This image relates to this intro section; any larger and this image will block text until below TOC --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Layers and coverage ==&lt;br /&gt;
{{:Apparel layers}}&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a [[Melee]] strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark particle effect. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%.&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| c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Sharp|Sharp]]&lt;br /&gt;
| Armor - Sharp || Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause [[Bleeding]]. Even the lightest clothing material seems to offer some protection against sharp damage.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like fist and [[club]] attacks, rock falls, explosions, and strikes with ranged weapons at melee range. This protection is generally limited, and blunt weapons will generally have to deal with less armor than an equivalent tier sharp weapon.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against fire damage from natural fires, fire weapons such as [[molotov cocktail]]s, as well as [[lightning|lightning strikes]] and [[Damage Types#Beam|Beam]] damage. Not to be mistaken with Heat Insulation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
=== Calculation ===&lt;br /&gt;
Each pawn [[body part]] has its own '''armor rating''', which is affected by every '''layer''' of worn apparel covering that body part. &lt;br /&gt;
Incoming attack damage is first applied to the outermost layer of apparel at a body part and proceeds sequentially through all layers of apparel before finally damaging the pawn. Damage passes through a layer completely if no armor is found there. Note that some attacks can damage multiple body parts at once.&lt;br /&gt;
&lt;br /&gt;
So if a pawn wearing only a [[duster]], [[flak vest]], and [[tribalwear]] were struck in the torso, the final damage to the torso would be calculated thus:&lt;br /&gt;
# First, the armor effects of the outermost apparel layer (in this example, the duster) are applied to the total damage of the attack.&lt;br /&gt;
# If there is residual attack damage, then the effects of the next layer (the flak vest on the middle layer) are applied to the attack damage.&lt;br /&gt;
# If there is still residual damage, the armor of the next layer, the tribalwear, is applied.&lt;br /&gt;
# If no layers of apparel remain, any residual damage is applied to the skin of the body part.&lt;br /&gt;
&lt;br /&gt;
If this same pawn were hit in the arm, the only armor effects would come from their duster, as neither the vest nor tribalwear cover the arm. If they were struck in the head, then the damage would be directly applied to the head, as they aren't wearing anything that covers their head.&lt;br /&gt;
&lt;br /&gt;
Some items occupy multiple apparel layers, such as [[Marine armor]] which occupies both the middle and outer layer. In such cases, damage is only calculated against the item one time, leaving the other occupied layer(s) technically unarmored. A strike to the torso would be calculated against the marine armor only once, with residual damage passing to the next apparel item. Armor that occupies multiple layers typically has much higher armor values and armor penetration resistance, though, to more than make up for the loss of an apparel layer.&lt;br /&gt;
&lt;br /&gt;
''See the [[#Analysis|Analysis]] section below for details.''&lt;br /&gt;
&lt;br /&gt;
In-game, Armor rating is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the &amp;quot;effective armor rating&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
'''Note''': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. E.g. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% effective armor rating, ''not'' 150% * (1 - 50%) = 75% effective armor rating.&lt;br /&gt;
#The effective armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is halved.&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
#If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.&lt;br /&gt;
&lt;br /&gt;
==== Sharp damage ====&lt;br /&gt;
If the damage is Sharp and any layer halves the damage, then any remaining damage to the pawn will be changed to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite the common misconception, the armor effect of layers below will still be calculated against the ''sharp armor rating'' of those layers, '''not''' against the blunt armor rating. For example,  if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack, converting it to blunt damage in the process, the flak vest will still use its sharp armor rating for its attempt at mitigating the damage.&lt;br /&gt;
&lt;br /&gt;
==== Flame damage ====&lt;br /&gt;
Heat armor works to prevent [[Damage Types#Flame|Flame]] damage from injuring the pawn using the same process as any other armor and damage type, but any Flame damage that actually deals damage to the pawn has a chance to set the pawn on [[fire]]. This ignition chance is the same regardless of the damage dealt to the pawn, so long as some damage is actually dealt. Thus if the Heat Armor does not outright negate the damage, it otherwise does nothing to prevent the pawn from being ignited. &lt;br /&gt;
&lt;br /&gt;
While [[Damage Types#Burn|Burn]] damage is otherwise identical to Flame damage, including its interaction with heat armor, it cannot ignite pawns.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
The formula for the average residual damage for an ''effective'' armor value ''A'' is: max(100%-A, 0%) + (min(A, 100%) - A/2)/2&lt;br /&gt;
&lt;br /&gt;
Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage that has 0% AP; this currently works only on heat damage, as all other kinds of damage have armor penetration.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per item of apparel, from the item occupying the outermost layer in. Armor mitigation does stack multiplicatively, e.g. two pieces of armor layered on top of each other can each mitigate the damage by 50%, reducing it to 25% of the base damage. Each layer also has an independent chance to entirely negate the damage, using the above calculation steps.&lt;br /&gt;
&lt;br /&gt;
Armor Penetration is applied identically to each layer.  This means that, while multiple layers of armor each have more chances to mitigate the damage, layering apparel with low armor values may do little or nothing against projectiles with high armor penetration, while a single layer of high armor value may be able to mitigate it. For example a pawn with both a [[devilstrand]] [[Button-down shirt|shirt]] with sharp armor of 28% and a [[toughskin gland]] with sharp armor 35% would always receive full damage from a [[charge rifle]], as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values may be preferable over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
Because most damage in combat is sharp, unless you are planning to fight a specific threat with blunt or heat damage, it's better to focus on sharp armor alone. Counterintuitively, the most protection from sharp damage in the game is not provided by legendary [[cataphract armor]], but by legendary thrumbofur [[duster]] and [[flak vest]] under it. But the cataphract armor gives better protection for the limbs&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, takes damage from several factors. It takes 1 HP of damage for every 4 points of damage dealt to the wearer, provided the damage is applied to that layer and location. Thus, if an attack hits a pawn's torso and is stopped by apparel on the Outer layer, such as a [[Duster]], the duster will receive damage, but a torso-covering item on Middle layer, such as a [[Flak vest]] will receive no damage. If the duster were to halve the damage instead, then the flak vest would receive half of the durability damage, while the duster would receive full damage.&lt;br /&gt;
&lt;br /&gt;
The damage to the item is the same regardless of whether it deflects all the damage, half the damage, or no damage, just so long as the attack is calculated against that item.  The durability damage is calculated off of the raw damage as it reaches that layer, before that layer's mitigation is applied. Therefore, as [[quality]] does not affect an item's HP, high-quality armor lasts about as long as low-quality armor in combat, but will better protect lower layers from damage.&lt;br /&gt;
&lt;br /&gt;
Apparel also takes damage when the pawn wearing it is on fire.  Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel.&lt;br /&gt;
&lt;br /&gt;
All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day).  This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way. This damage is not modified by the [[Quality#General|deterioration rate factor]] applied by [[quality]] - worn clothing is damaged at the same average rate regardless of quality.&lt;br /&gt;
&lt;br /&gt;
Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage.&lt;br /&gt;
&lt;br /&gt;
=== Damaged apparel ===&lt;br /&gt;
A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 24em&amp;quot;&lt;br /&gt;
! HP !! Thought !! Debuff&lt;br /&gt;
|-&lt;br /&gt;
| 20% - 50% || &amp;quot;Ratty apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -3&lt;br /&gt;
|-&lt;br /&gt;
| below 20% || &amp;quot;Tattered apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Durability does not affect stats such as protection and insulation.&lt;br /&gt;
&lt;br /&gt;
== Insulation ==&lt;br /&gt;
[[File:Legendary muffalo wool parka.png|500px|thumb|right|In-game insulation stats from a legendary muffalo wool parka]]&lt;br /&gt;
Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures.  By default a naked human has a very narrow acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}, so you'll need to wear apparel to survive in the harsh environment of a rimworld.&lt;br /&gt;
&lt;br /&gt;
=== Insulation from a single piece of apparel ===&lt;br /&gt;
Apparel can offer &amp;quot;'''Insulation - Cold'''&amp;quot;, which protects from extremely cold temperatures, and &amp;quot;'''Insulation - Heat'''&amp;quot; which protects from extremely hot temperatures.&lt;br /&gt;
The amount of insulation a piece of apparel offers is equal to:&lt;br /&gt;
&lt;br /&gt;
  Insulation = Material insulation * Apparel insulation_factor * Quality multiplier&lt;br /&gt;
&lt;br /&gt;
* '''Material insulation''': the material used to create an article of apparel has a large impact on how much insulation a piece of apparel offers.  For example, [[muffalo wool]] offers {{Temperature|{{Q|Muffalo wool|Insulation - Cold Factor}}||delta}} of insulation from cold, while [[birdskin]] only offers {{Temperature|{{Q|Birdskin|Insulation - Cold Factor}}||delta}}. See [[textile]]s for a full comparison of clothing options.&lt;br /&gt;
* '''Apparel insulation factor''': each type of apparel has an insulation factor associated with it. For example, [[parka]]s have an insulation factor - cold of {{Q|Parka|Insulation Factor - Cold}}, so a normal muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}}}||delta}} of insulation from cold. See [[clothing]] for a full comparison.&lt;br /&gt;
* '''Quality multiplier''': the [[quality]] of an item influences its insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}*1.8}}||delta}} of insulation from cold. See [[quality]] for a full comparison.&lt;br /&gt;
&lt;br /&gt;
=== Total insulation for a pawn ===&lt;br /&gt;
[[File:Total insulation cold.png|500px|thumb|right|Total cold insulation for a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt]]&lt;br /&gt;
The total insulation for a pawn is the sum of the insulation from each piece of apparel.  A pawn's minimum comfortable temperature is reduced by their total '''Insulation - Cold''', while their maximum comfortable temperature is increased by their '''Insulation - Heat'''.&lt;br /&gt;
&lt;br /&gt;
For example, consider a pawn wearing a legendary [[muffalo wool]] [[parka]] and a poor quality [[cloth]] [[button-down shirt]].  By default, humans have an acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}. We can find the new temperature range by computing the insulation from the clothing, then adding to the base insulation:&lt;br /&gt;
&lt;br /&gt;
'''Computing insulation from clothing'''&lt;br /&gt;
  '''Parka cold insulation''' = muffalo wool cold insulation * parka cold insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Cold}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Parka heat insulation''' = muffalo wool heat insulation * parka heat insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Heat}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt cold insulation''' = cloth cold insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Cold}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt heat insulation''' = cloth heat insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Heat}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
'''Adding to base insulation'''&lt;br /&gt;
  '''Minimum acceptable temperature''' = default minimum acceptable temperature - parka cold insulation - shirt cold insulation&lt;br /&gt;
  = 16 - {{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}} - {{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 16 - ({{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8) - ({{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Maximum acceptable temperature''' = default maximum acceptable temperature + parka heat insulation + shirt heat insulation&lt;br /&gt;
  = 26 + {{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}} + {{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 26 + ({{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8) + ({{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
So the new comfortable range is: '''-89°C to 27.6°C'''&lt;br /&gt;
&lt;br /&gt;
== Flammability ==&lt;br /&gt;
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material.&lt;br /&gt;
&lt;br /&gt;
It has no effect on the chance of a pawn to catch fire while wearing the item.&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nudity ==&lt;br /&gt;
In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered.  &lt;br /&gt;
Most colonists will receive a {{--|6}} mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing.&lt;br /&gt;
&lt;br /&gt;
For Nudists the opposite is true - they receive a {{+|20}} mood bonus while naked and a {{--|3}} mood penalty while wearing any clothes other than [[sash]]es, [[heavy bandolier]]s, and headgear. They have no negative or positive social opinions about nudity.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology (DLC)]] installed and active, mood for being naked and opinion of others who are naked depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts. Nudists are completely unaffected by ideoligion clothing standards, both for mood and for social opinions of others being nude. They do however get the {{+|1}} mood bonus for ideoligion preferred apparel, but unless that apparel is nudist acceptable they will still lose the {{+|20}} mood bonus and gain the {{--|3}} mood penalty.&lt;br /&gt;
&lt;br /&gt;
== Special values ==&lt;br /&gt;
Clothing can have very specific secondary values. The more common ones are:&lt;br /&gt;
* Negative movement Speed. This is mostly seen with armor&lt;br /&gt;
* Bonus to social skills. This is a extremely common stat for any form of headwear that is not armor&lt;br /&gt;
* Pain Threshold. Specific to Tribal clothing, this increases when a character will collapse from damage&lt;br /&gt;
&lt;br /&gt;
== Tainted apparel ==&lt;br /&gt;
Apparel that is worn by a human as they die becomes tainted. The clothing must be worn, not merely carried, to become tainted. All tainted items have names suffixed with single letter ''T''. [[Utility]] items never become tainted. &lt;br /&gt;
&lt;br /&gt;
Most pawns wearing tainted apparel gain a persistent [[mood]] debuff as long as they're wearing it that scales with the number of items worn - colonists with [[Bloodlust]] trait or [[Inhuman]] meme{{IdeologyIcon}}{{AnomalyIcon}} are unaffected by tainted clothing. Tainted clothes also have their [[market value]] decreased by 90%. [[Trade]]rs and [[faction base]]s do not buy tainted apparel nor accept them as gifts, but tainted clothing may be sent to them via [[transport pod]] for [[goodwill]] at their reduced market value. &lt;br /&gt;
&lt;br /&gt;
The apparel that is worn by a pawn as they are resurrected by a [[resurrector mech serum]] become untainted. There is no other way to untaint apparel.&lt;br /&gt;
&lt;br /&gt;
While tainted apparel does give a mood debuff, [[#Insulation|insulation]], [[#Protection|protection]], and [[#Nudity|nudity]] concerns may take precedence over the comparatively minor penalty. &lt;br /&gt;
&lt;br /&gt;
If truly unwanted, tainted apparel can be [[#Disposal|disposed of]] via a variety of means - one easy way is to create an outdoor stockpile for tainted apparel where they will deteriorate over time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 14em&amp;quot;&lt;br /&gt;
! Num. Items !! Debuff&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 2 &lt;br /&gt;
| {{--|8}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 3 &lt;br /&gt;
| {{--|11}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 4+ &lt;br /&gt;
| {{--|14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Disposal ==&lt;br /&gt;
Apparel can also be destroyed via a &amp;quot;Burn apparel&amp;quot; bill at a [[crematorium]] or a [[campfire]] or destroyed at an electric smelter. Apparel containing [[metallic]] resources can instead be smelted at an [[electric smelter]], for a return of 25% of the metallic resources used to create them. Note that things such as [[component]]s will similarly be reduced to their base metals. In either case care must be taken in selecting the allowed items to destroyed. &lt;br /&gt;
&lt;br /&gt;
A ''burn pit'' provides a quick way to dispose of large quantities of burnable apparel. Place a [[stockpile zone]] on non-flammable [[terrain]] or [[floor]]ing, designate the zone for all apparel you wish to dispose of - suggested settings are tainted and non-smeltable apparel only, remove the automatically created [[home zone]] around the stockpile to prevent colonists extinguishing the fire, and manually attack the pile with an incendiary weapon such as a [[Molotov cocktail]]. [[Fire]] will spread from item to item and the unwanted apparel will be destroyed with minimal colonist work.&lt;br /&gt;
&lt;br /&gt;
Another alternative is to simply dump all unwanted apparel onto water or marsh tiles, which will rapidly speed up its [[deterioration]] rate.&lt;br /&gt;
&lt;br /&gt;
Finally, unwanted apparel can be sold or gifted for [[goodwill]] if [[#Tainted apparel|untainted]]. If disposing of apparel because it becomes worn, disposal at 60% HP will retain significantly more market value than waiting for 50% and the first worn moodlet to apply. Any item, including tainted items, can be sent as gifts via [[transport pod]]s to [[faction base]]s. For the majority of items, the reduction in market value from tainting makes this not worth the resources to make and launch the transport pod. For items with high base values, like hyperweave clothes occasionally found on raiders, it can still be worthwhile.&lt;br /&gt;
&lt;br /&gt;
== Outfit selection ==&lt;br /&gt;
{{Stub|section=1|reason=General and also how the automatic apparel selection works. most info commented out below}}&lt;br /&gt;
Colonists can be instructed to automatically equip items from a whitelist selected in the [[apparel policies]]. Pawns will attempt to select items based on a number of factors and the stats of the items available for selection - they will occasionally update their selection as &amp;quot;better&amp;quot; options become available or they are required to remove items per the apparel policy. Pawns can also be instructed to &amp;quot;force&amp;quot; wear an item, in which case they will continue to wear the item regardless of apparel policy or the statistics. &lt;br /&gt;
&lt;br /&gt;
The logic for the apparel selection is based on a numerical value given to all apparel on the map at the time the selection check is made. This check is made between every 0.1 - 0.15 days.{{Check Tag|Verify}} The apparel item with the highest selection value is selected for wearing.{{Check Tag|Worn clothes?|Does it check the clothes that its wearing?}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
The selection value is calculated as follows:&lt;br /&gt;
* If the pawn is physically capable of wearing the item, the value has a base value of 0.1&lt;br /&gt;
* If the apparel has the &amp;lt;code&amp;gt;&amp;lt;MechanitorApparel&amp;gt;True&amp;lt;MechanitorApparel&amp;gt;&amp;lt;/code&amp;gt; tag, and the pawn is not a [[mechanitor]],{{BiotechIcon}} the value is set to -10.&lt;br /&gt;
* If the apparel has the &amp;lt;code&amp;gt;&amp;lt;slaveApparel&amp;gt;True&amp;lt;slaveApparel&amp;gt;&amp;lt;/code&amp;gt; tag, and the pawn is not a [[slave]],{{IdeologyIcon}} the value is set to -10&lt;br /&gt;
* Some apparel then defines a &amp;lt;code&amp;gt;&amp;lt;scoreOffset&amp;gt;&amp;lt;/code&amp;gt; that is added to the score. For example, all [[utility]] items excluding [[shield belt]], [[disruptor flare pack]], [[smokepop pack]] and [[firefoam pop pack]], [[airwire headset]],{{BiotechIcon}} [[array headset]],{{BiotechIcon}} [[mechcommander helmet]],{{BiotechIcon}} [[mechlord helmet]],{{BiotechIcon}} [[locust armor]],{{RoyaltyIcon}} [[grenadier armor]],{{RoyaltyIcon}} and [[phoenix armor]],{{RoyaltyIcon}} all have a bonus of +4, while the [[torture crown]] has a malus of -10. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the sharp + blunt armor rating is added to the score. Note this is done as a value from 0-1, not 0-100, which means the bonus of 4 makes it 4x more &amp;quot;valuable&amp;quot; than an apparel piece that gives 50% sharp and 50% blunt armor.&lt;br /&gt;
If the apparel is damaged to the point of being considered frayed, the score is multiplied by some value between 0.2-0.3. If it's tattered, this drops to between 0 and 0.2. The exact value depends on how damaged it is.&lt;br /&gt;
Shield belts get a bonus between 0.25 and approximately 2.0, depending on how much max charge they can hold.&lt;br /&gt;
If it's going to be cold, apparel that gives insulation against the cold gets a bonus score between 1 point and 8 points (for 30 degrees celsius of insulation)If it's tainted, the score is decreased by 0.5 and then multiplied by 0.1 if it's still positive.&lt;br /&gt;
If it's human leather and the pawn doesn't like human leather, again -0.5 then x0.1&lt;br /&gt;
If it's considered &amp;quot;wrong gender&amp;quot; apparel the score is multiplied by 0.01.&lt;br /&gt;
If there is apparel that is required for e.g. royal title, its score is multiplied by 25. If it's &amp;quot;allowed&amp;quot; by some special circumstance (allowedTags in various places like royal titles) it's multiplied by 10.&lt;br /&gt;
If the pawn's royal title defines a min quality, and the apparel is below that quality, the score is multiplied by 0.25.&lt;br /&gt;
if the score the pawn would gain by switching apparel (i.e. the score of the new apparel - the sum of scores of any apparel that needs to be taken off to wear it) is &amp;lt; 0.05, the pawn &amp;quot;doesn't care&amp;quot; and doesn't switch&lt;br /&gt;
if apparel can be equipped without replacing anything, its relative score is multiplied by x10 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;if it's going to be cold&amp;quot; is specifically defined as &amp;quot;if the average temperature in the current twelfth is more than 4 degrees (celsius) below my comfortable min temperature&amp;quot;  twelfth = month = 5 days --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
A number of Materials are available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item.&lt;br /&gt;
&lt;br /&gt;
=== Armor materials ===&lt;br /&gt;
These materials are primarily used for armor. It includes any metal and in rare cases, even wood. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.)&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Stuff Category::Metallic]] OR [[Stuff Category::Woody]]&lt;br /&gt;
| ?Stuff Category&lt;br /&gt;
| ?Market Value Base = Market Value&lt;br /&gt;
| ?Beauty Factor&lt;br /&gt;
| ?Beauty Offset&lt;br /&gt;
| ?Work To Make Factor&lt;br /&gt;
| ?Max Hit Points Factor&lt;br /&gt;
| ?Flammability Factor&lt;br /&gt;
| ?Armor - Sharp Factor&lt;br /&gt;
| ?Armor - Blunt Factor&lt;br /&gt;
| ?Armor - Heat Factor&lt;br /&gt;
| ?Insulation - Cold Factor = Insulation - Cold (&amp;amp;deg;C)&lt;br /&gt;
| ?Insulation - Heat Factor = Insulation - Heat (&amp;amp;deg;C)&lt;br /&gt;
| limit = 100&lt;br /&gt;
| link = subject&lt;br /&gt;
| mainlabel = Material&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Clothing materials ===&lt;br /&gt;
See [[Textiles#Material Effects]].&lt;br /&gt;
&lt;br /&gt;
== Common combinations ==&lt;br /&gt;
{{Rewrite|section=1|reason=Currently a C&amp;amp;P from clothing. Needs adaption to all apparel, general analysis, suggested combos need some TLC. Whole section needs TLC}}&lt;br /&gt;
Apparel combinations are limited by layer and coverage, and this selective incompatibility leads to trends in combinations that are discussed and compared here.&lt;br /&gt;
&lt;br /&gt;
=== Skin Layer ===&lt;br /&gt;
In the early game, this layer is dominated by two options: [[tribalwear]] or [[button-down shirt]] + [[pants]].  The [[t-shirt]] is an inferior (and negligibly cheaper) version of the button-down shirt and should be avoided.&lt;br /&gt;
&lt;br /&gt;
[[Tribalwear]] offers the best thermal insulation and is cheaper.  [[Button-down shirt]] + [[pants]] has the same armor values but also covers the shoulders, arms, and neck.  When made of the weakest textiles like [[cloth]], the armor is so low that enemy weapons' AP completely nullifies it, making the coverage irrelevant, so you might as well use the cheaper tribalwear.  But as you acquire stronger textiles, the armor coverage becomes more valuable, and insulation becomes more plentiful as you give everyone a full set of clothing, so the button-down combo becomes the better choice usually early to mid game.  Note that, if you're using [[duster]]s/[[cape]]s/[[jacket]]s—which have higher armor values—then your strongest textiles are best spent on upgrading the outerwear first.  (For example, a [[thrumbofur]] duster and [[plainleather]] shirt+pants protects better than a plainleather duster and thrumbofur shirt+pants.)&lt;br /&gt;
&lt;br /&gt;
[[Flak pants]] are available mid-game; they give 40% sharp protection, about the same as [[hyperweave]] and [[thrumbofur]] pants, but are cheaper and easier to source (note again that you should spend those textiles on dusters first—hyperweave dusters give 60% sharp protection to legs)—at the cost of -0.12 move speed.  Whether this is worthwhile depends on your combat style.  Flak pants also occupy the Middle layer for legs, making them incompatible with power armor, and therefore not used in the late game.&lt;br /&gt;
&lt;br /&gt;
The [[formal shirt]]{{RoyaltyIcon}} will replace the button-down for [[noble]]s{{RoyaltyIcon}} of a certain rank, but provides no benefit to other pawns. The rare [[eltex shirt]]{{RoyaltyIcon}} is useful for [[psycast]]ers{{RoyaltyIcon}} but provides little protection.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} have three options: [[kid tribalwear]], [[kid shirt]] + [[kid pants]], and [[kid romper]].  All have the same armor values; kid tribalwear provides the best insulation and the least armor coverage, kid romper is the opposite, and shirt+pants is in between; material costs are 30, 40, 30 respectively.  So it's a similar tradeoff as for adults, but children's needs are somewhat different.  First, heat insulation is more difficult for children because there is (currently) no kid duster or jacket, although there is a [[kid parka]].  Second, players will usually keep children out of combat situations to the extent possible (though unusual events and social fights do happen), so the armor values on their clothing will matter much more rarely than for adults.  Thus, the case for tribalwear is stronger in children's clothing, especially in hot climates.&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The middle layer is primarily the realm of Armor, with the [[Eltex vest]] {{RoyaltyIcon}} and [[Corset]]/[[Formal vest]] {{RoyaltyIcon}} being the only Clothing items that use it. What option is selected here will depend on the stage of the game and military strategies employed.&lt;br /&gt;
&lt;br /&gt;
=== Head Layer ===&lt;br /&gt;
This layer can mostly be divided into three categories: hats (textile), masks (wood/metal), and helmets.&lt;br /&gt;
&lt;br /&gt;
Among textile-based hats, the [[hood]] gives the best social impact of +20%, as well as 0.2x armor.  The [[broadwrap]]{{IdeologyIcon}} offers the highest armor value among textile hats (0.25x, tied with [[headwrap]]{{IdeologyIcon}}), and also gives the widest coverage of all headwear, protecting even the neck and shoulders.&lt;br /&gt;
&lt;br /&gt;
The [[visage mask]]{{IdeologyIcon}} has generally higher armor values than textile hats (although [[devilstrand]] or [[hyperweave]] broadwrap beats it in sharp protection).  The [[war mask]] is a more expensive version of a wooden visage mask, but also gives +10% pain shock threshold.&lt;br /&gt;
&lt;br /&gt;
Helmets have the highest armor values; even the most basic [[steel]] [[simple helmet]] is stronger than [[plasteel]] visage masks, and is comparable to hyperweave broadwrap; though they don't cover the eyes, nose, or jaw.  Power armor helmets do cover the full head, and, once you have the tech and the resources, the [[marine helmet]]—or [[cataphract helmet]],{{RoyaltyIcon}} if you can get it—is the best.  (Broadwrap still provides wider coverage than power helmets—to the neck and shoulders—but that can be addressed with a [[flak vest]] or other armor.)  The prestige versions of the power helmets are useful for psycasters.&lt;br /&gt;
&lt;br /&gt;
Temperature-wise, the [[tuque]], its equivalent [[flophat]],{{IdeologyIcon}} and its [[leather]]-based equivalent [[tailcap]]{{IdeologyIcon}} protect best against cold, while the [[cowboy hat]] and [[shadecone]]{{IdeologyIcon}} protect best against heat.  The cowboy hat is better than the shadecone for colonists, though since it decreases slave suppression you might give slaves the shadecone.&lt;br /&gt;
&lt;br /&gt;
For pawns that require noble apparel, the prestige power helmets give the best armor, while if you want a social impact bonus you may need to use the [[top hat]]/[[ladies hat]], or the [[coronet]] for royal pawns.&lt;br /&gt;
&lt;br /&gt;
There's a variety of special-purpose hats, most of which provide little to no armor (and all of which are weaker than [[recon helmet]]s).  [[Eltex]]{{RoyaltyIcon}} hats boost psychic abilities, [[psychic foil helmet]]s reduce them, the [[gunlink]]{{RoyaltyIcon}} increases shooting, there are several mech-bandwidth-enhancing hats, etc.  Whether the special abilities are worth the armor reduction depends on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
The Outer layer is primarily for armor and additional clothing layers. They can be combined with shirts, [[flak pants]], and [[flak vest]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Parka]] is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values. &lt;br /&gt;
&lt;br /&gt;
The [[Duster]] is a cowboy attire. Aside from good heat insulation, it also offers decent protection. The [[Cape]] is the Noble apparel statistical equal of the duster.&lt;br /&gt;
&lt;br /&gt;
The [[Jacket]] is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.&lt;br /&gt;
&lt;br /&gt;
For slaves, the slave body strap occupies this slot, unless the biome is extremely cold or hot, due to it increasing the slaves suppression, while providing nearly no protection.&lt;br /&gt;
&lt;br /&gt;
=== Suggested apparel progression ===&lt;br /&gt;
What constitutes the &amp;quot;correct&amp;quot; apparel for pawns depends on a variety of factors including game-stage, [[biome]] both for available [[materials]] and [[temperature]] concerns, [[difficulty]], strategies employed, the presence or absence of [[DLC]] and even what a player considers acceptable risk. &lt;br /&gt;
The suggested loadouts presented below represent a rough timeline suitable for [[Biomes#Warm Biomes|comfortable biomes]] and moderate difficulty, and with some common sense modifications will fit most playstyles.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Early''':&lt;br /&gt;
The [[synthread]] apparel you start with should suffice for the early game. Start hunting and begin crafting [[button-down shirt]]s and [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Mid''':&lt;br /&gt;
The best apparel combo for this stage of the game is [[button-down shirt]] and a pair of [[pants]] on the skin layer, a [[flak vest]] in the middle, and a [[duster]] on the top. This combination offers good amounts of protection without significantly compromising the movement speed of a pawn.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Late''':&lt;br /&gt;
The best combo for the late game is a pair of pants and a button down shirt on the bottom layer,  a [[marine armor]] set for ranged pawns, or a set of [[recon armor]] with a [[shield belt]] for melee pawns. For [[Royalty]] {{RoyaltyIcon}} owners, [[cataphract armor]] is recommended for ranged fighters, and a set of [[locust armor]] and a shield belt is suggested for melee brawlers because of the installed [[jump pack]] that frees up an utility slot for the shield belt.&lt;br /&gt;
&lt;br /&gt;
For pawns with 2 arm replacements, flak vest with devilstrand duster is generally better than marine armor. With hyperweave or thrumbofur dusters, it's better than cataphract armor. This assumes that they all have the same quality level.&lt;br /&gt;
&lt;br /&gt;
'''Royal Fighter {{RoyaltyIcon}}''':&lt;br /&gt;
Royal pawns that are also fighters should wear the [[prestige armor|prestige]] versions of the Industrial - Late combo.&lt;br /&gt;
&lt;br /&gt;
'''Royal Psycaster {{RoyaltyIcon}}''':&lt;br /&gt;
Pawns that are [[title|nobles]] and have fighting as a secondary priority, equip the pawn with full eltex gear. The recommended combo is: an [[eltex skullcap]], an [[eltex robe]], an [[eltex vest]], and an [[eltex shirt]]. This is full eltex set is hard to acquire, so they can use the Royal Fighter combo or just the normal clothing requirements for the title, such as the prestige robe and formal vest.&lt;br /&gt;
&lt;br /&gt;
== Comparison tables ==&lt;br /&gt;
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers. &lt;br /&gt;
&lt;br /&gt;
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[flak pants]] and the [[flak vest]] which both occupy the middle layer do not cover the same body parts, and thus can be worn together.&lt;br /&gt;
&lt;br /&gt;
The hands and feet, across all layers, are NOT covered by any apparel present in base game.&lt;br /&gt;
&lt;br /&gt;
Since some armor covers multiple layers, they are present in multiple tables as well.&lt;br /&gt;
&lt;br /&gt;
=== Headgear ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Headgear}}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Eyes}}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Skin}}&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Middle}}&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Outer}}&lt;br /&gt;
&lt;br /&gt;
=== Internal ===&lt;br /&gt;
{{Apparel Table | type=Body Parts | layer=Internal}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Apparel insulation introduced with temperature system.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Apparel becomes damaged when owner dies from violence, takes the damage it absorbs as armor and wears out over very long periods of use. Tattered apparel [[mood|thought]] added.&lt;br /&gt;
* Beta 19 or earlier - Traders will no longer accept tainted apparel.&lt;br /&gt;
* Beta 19 - System changed d100 system. Previously each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
*  Beta 19/1.0 - Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns &amp;quot;upgrading&amp;quot; to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pawns now try a lot harder to avoid wearing tattered apparel.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Pawns won't automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bioferrite&amp;diff=184021</id>
		<title>Bioferrite</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bioferrite&amp;diff=184021"/>
		<updated>2026-09-15T08:10:22Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Summary */ added details about stacking with prestige armor into the psychic sensitivity section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|metallic&lt;br /&gt;
| name = Bioferrite&lt;br /&gt;
| image = Bioferrite c.png&lt;br /&gt;
| description = An exotic metal-like fibrous substance with both organic and metallic properties. Bioferrite is produced by microscopic mechanites as they process organic material. In cases of disordered mechanite behavior, this happens in a chaotic, cancer-like way.&amp;lt;br&amp;gt;The material is known to interact with some types of psychic flows. If pressurized under specific conditions, bioferrite becomes extremely flammable, making it a useful fuel.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Metal&lt;br /&gt;
| stuff category = Bioferrite, Metallic&lt;br /&gt;
| marketvalue = 0.75&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.25&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| terrain affordance = Medium&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 0.25&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to build factor = 2.5&lt;br /&gt;
| work to make factor = 2.5&lt;br /&gt;
| max hit points factor = 2&lt;br /&gt;
| flammability factor = 0.75&lt;br /&gt;
| armor - sharp factor = 1.1&lt;br /&gt;
| armor - blunt factor = 0.5&lt;br /&gt;
| armor - heat factor = 0.5&lt;br /&gt;
| insulation - cold factor = 2.5&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee sharp damage factor = 1.3 &lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.85&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bioferrite&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (100, 80, 80)&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| default color = &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = &lt;br /&gt;
| graphic path = Things/Item/Resource/Bioferrite&lt;br /&gt;
| label = bioferrite&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| volume = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Bioferrite'''  is a [[metal]]lic [[material]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=1) Detail needed 2) When sufficient detail, consider adding Acquisition optimisation to analysis}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table}}&lt;br /&gt;
Bioferrite can be extracted from [[Entities]] securely held in [[Holding spot]]s or [[Holding platform]]s using a [[Bioferrite harvester]], amounts are as described in the following table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center sortable}}&lt;br /&gt;
! Entity&lt;br /&gt;
! Bioferrite Per Day&lt;br /&gt;
|-&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| 0&amp;lt;br&amp;gt;(15 upon chopping){{Check Tag|Growth|Rewrite to be based a ranged on growth and growth when fed}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Shambler]]&lt;br /&gt;
| 0.2-4.0&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Body size dependent)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ghoul]]&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Fingerspike]]&lt;br /&gt;
| 1.2&lt;br /&gt;
|-&lt;br /&gt;
! [[Sightstealer]]&lt;br /&gt;
| 1.6&lt;br /&gt;
|-&lt;br /&gt;
! [[Trispike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Toughspike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| 2.0-4.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Gorehulk]]&lt;br /&gt;
| 3 &lt;br /&gt;
|-&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| 3.23&lt;br /&gt;
|-&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Bulbfreak]]&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| 7.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
100 bioferrite is included in &amp;quot;The Anomaly&amp;quot; starting scenario. &lt;br /&gt;
&lt;br /&gt;
{{Transmute Steel Acquisition Note}}&lt;br /&gt;
&lt;br /&gt;
Bioferrite can also be obtained from orbital [[trade ship]]s or by [[electric smelter|smelting]] bioferrite equipment.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Equipment made of bioferrite as the [[stuff]] material has additional effects beyond the normal statistical effects of the material. These effects scale with the [[quality]] of the item made. Note that items that merely include bioferrite in the recipe, and do not use it as the stuff material, such as the [[ceremonial hood]] do not offer these effects.&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply a multiplier to the wearer's [[psychic sensitivity]]. These multipliers stack multiplicatively with one another and with other bonuses from [[eltex]]{{RoyaltyIcon}} apparel and [[prestige armor]]{{RoyaltyIcon}}. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Psychic Sensitivity&lt;br /&gt;
| ×1.06&lt;br /&gt;
| ×1.08&lt;br /&gt;
| ×1.1&lt;br /&gt;
| ×1.13&lt;br /&gt;
| ×1.15&lt;br /&gt;
| ×1.17&lt;br /&gt;
| ×1.20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a pawn with a base psychic sensitivity of 100%, a [[psychic sensitizer]]{{RoyaltyIcon}}, [[prestige recon armor]]{{RoyaltyIcon}},  a normal [[eltex shirt]]{{RoyaltyIcon}}, and a bioferrite item of normal and good quality, would result in a psychic sensitivity of:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic sensitivity''' = ((100% + 25% + 5%) + 8.3%) * 1.1 * 1.13 = {{%|(1 + 0.25 + 0.05 + 0.083) * 1.1 * 1.13 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply an offset to both [[neural heat limit]] and [[neural heat recovery rate]]{{RoyaltyIcon}}, which stacks additively. Note that the heat limit bonus stacks with the bonus to the limit from the increased psychic sensitivity, however due to the sensitivity bonus' multiplicative nature the total bonus cannot be easily quantified without assuming what other bonuses to sensitivity a pawn may have. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Neural Heat Limit&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! Neural Heat Recover Rate&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Bioferrite can be used as a material for [[stuff]]able items with the [[Metallic]] stuff tag. Bioferrite is also the only &amp;quot;Bioferrite&amp;quot; material for [[stuffable]] items, allowing the requirement of bioferrite in the recipe but also allowing them to gain the psychic benefits detailed above. This affects the following items:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Stuff Tags::~*ioferrit*]]&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Icon List&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bioferrite can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
Bioferrite is used to refuel the following:&lt;br /&gt;
* [[Atmospheric heater]]s, at a rate of {{Icon Small|Bioferrite||~6-8}}/day.&lt;br /&gt;
* [[Bioferrite generator]]s, at a rate of {{Icon Small|Bioferrite||6}}/day.&lt;br /&gt;
* [[Disruptor flare pack]]s, at a rate of {{Icon Small|Bioferrite||5}}/charge.&lt;br /&gt;
* [[Hellcat rifle]] mini-burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
* [[Incinerator]] burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is consumed by the following [[psychic rituals]]:&lt;br /&gt;
* [[Blood rain]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
* [[Chronophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Draw animals]], at a cost of {{Icon Small|Bioferrite||10}}.&lt;br /&gt;
* [[Draw fleshbeasts]], at a cost of {{Icon Small|Bioferrite||50}}.&lt;br /&gt;
* [[Draw shamblers]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Neurosis pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Pleasure pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Provoke pit gate]], at a cost of {{Icon Small|Bioferrite||75}}.&lt;br /&gt;
* [[Psychophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Skip abduction]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
&lt;br /&gt;
The following operations require bioferrite:&lt;br /&gt;
* [[Bliss lobotomy]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Ghoul|Ghoul infusion]], at a cost of {{Icon Small|Bioferrite||30}} and {{Icon Small|Shard||1}} [[shard]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Bioferrite_psychic_sensitivity_stack.png|right| Max psy sensitivity]]&lt;br /&gt;
Bioferrite is an excellent material for [[stuffable]] sharp melee weapons. It is most easily considered a sidegrade to [[plasteel]]; bioferrite weapons deal more damage per hit and boasts higher {{AP}}, but plasteel weapons attack 20% more quickly. The choice of which to use for any given fighter should be made on a case-by-case basis depending on their needs. Keep in mind that ultratech melee weapons such as [[monosword]]s {{RoyaltyIcon}} will still typically beat out both plasteel and bioferrite weapons of comparable item quality.&lt;br /&gt;
&lt;br /&gt;
From a statistical perspective, bioferrite is the strongest material for [[spike trap]]s. With a melee damage of 26 and AP of 39%, it deals more damage than plasteel traps against all enemies. It's also more durable and less flammable than [[wood]] traps. However, although bioferrite is ostensibly easy to obtain if you have captured some entities, production is typically quite slow without extensive containment facilities; single-use spike traps are thus a comparatively frivolous use for the material, especially for colonies that make extensive use of [[psychic ritual]]s.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is typically more accessible than [[eltex]] {{RoyaltyIcon}} for increasing [[psychic sensitivity]]. It is much more reliably obtained both generally and at high qualities, its boost to sensitivity is multiplicative with all other buffs except [[blindsight]] {{IdeologyIcon}}, and unlike eltex, bioferrite equipment can provide a respectable amount of armor. Because sensitivity boosts from bioferrite gear multiply with one another, they become proportionally stronger when combined; a pawn can reach in excess of 2000% psychic sensitivity when given all possible boosts, making [[psycast]]ers {{RoyaltyIcon}} or colonists with installed [[psychic harmonizer]]s {{RoyaltyIcon}} exceptionally powerful. Bear in mind that pawns with this level of psychic sensitivity are acutely vulnerable to [[psychic drone]]s, so keeping a way to render them unconscious as needed is a prudent choice - [[cryptosleep casket]]s, [[biosculpter pod]]s {{IdeologyIcon}} (any cycle will do) or even [[Anesthetic|anesthetizing]] them as needed will all work for this purpose.&lt;br /&gt;
&lt;br /&gt;
As a building material, bioferrite has exactly twice the HP of [[steel]] and is the third most durable material in the game behind plasteel and [[uranium]]. Each unit of bioferrite is 62.5% the silver value of a unit of [[wood]], which can help with [[wealth management]]. Bioferrite is [[flammable]].&lt;br /&gt;
&lt;br /&gt;
Due to the 85% rest effectiveness of bioferrite, which is lower than any other material, it is a suitable material for prison beds. An awful bioferrite bed has a rest effectiveness of 73%, even lower than a sleeping spot. This causes prisoners to spend more time asleep, prolonging their prison break interval while avoiding the mood debuff when sleeping on the floor.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite plating]] is ugly, making it it ill-suited for use outside of containment cells. Bioferrite also has a mighty {{Bad|x25%}} penalty to beauty when used for art other than [[void sculpture]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acquisition analysis ===&lt;br /&gt;
In general, the daily amount of gained bioferrite should be weighed carefully against the ease of handling various entity escapes.&lt;br /&gt;
&lt;br /&gt;
[[Fleshmass nucleus|Fleshmass nuclei]] and [[nociosphere]]s never escape and provide large amounts of bioferrite generation, so long as they are consistently suppressed. Both provide other benefits while being contained by a colony.&lt;br /&gt;
&lt;br /&gt;
[[Noctol]]s, [[gorehulk]]s, and [[chimera]]s provide ~3-3.2 bioferrite per day, and are relatively easy to subdue during an escape attempt. [[Toughspike]]s provide slightly less bioferrite, but are more common and can be crippled through frostbite to ensure they are incapable of moving (described further below). They provide more per day than [[ghoul]]s, [[fingerspike]]s, and [[sightstealer]]s, all while not being a significant leap in combat risk.&lt;br /&gt;
&lt;br /&gt;
[[Shambler]]s grant bioferrite equal to their [[Body_Size|body size]], or what their bioferrite generation was before if a reanimated entity. The vast majority of shamblers will provide less bioferrite than a toughspike. Body size 3+ shamblers are also some of the most fearsome wildlife- megasloths, thrumbo, elephants, and rhinoceros. &lt;br /&gt;
&lt;br /&gt;
Although a single [[revenant]] provides double the daily bioferrite of a toughspike, an escaped Revenant will likely require the attention of the entire colony, while a single escaped toughspike can typically be downed by a handful of colonists or a single ghoul. [[Devourer]]s' swallow attack makes them more dangerous during an escape than smaller entities, but not so dangerous as to make keeping them unwise.&lt;br /&gt;
&lt;br /&gt;
[[Trispike]]s and [[bulbfreak]]s die shockingly easily when damaged and split into smaller fleshbeasts on death, which usually reduces their bioferrite generation as not all the spawned fleshbeasts are likely to survive the resulting combat.&lt;br /&gt;
&lt;br /&gt;
[[Harbinger tree]]s are an inefficient source of bioferrite, but they can serve as supplementary or reserve source in a pinch.&lt;br /&gt;
&lt;br /&gt;
==== Immobilizing entities ====&lt;br /&gt;
Entities that are incapable of movement will never attempt to escape, making long-term containment a risk-free proposition. Nearly all entity types possess an anatomy similar to humans - such as a spine and legs - and can thus be rendered immobile through the destruction of the relevant body parts.&lt;br /&gt;
&lt;br /&gt;
This is difficult for most entities, but notably for the purposes of farming, [[fleshbeast]]s are vulnerable to hypothermia at temperatures below {{Temperature|-40}}. [[Toughspike]]s in particular are well-suited to this purpose; they are durable enough to survive hypothermia unlike [[fingerspike]]s, and do not split into smaller fleshbeasts when downed. Carefully subjecting a toughspike to hypothermia to the point where it develops frostbite, and then tending the resulting bleeding when body parts are lost, can allow a player to remove all of their limbs without killing the toughspike. This consistently renders them immobile and thus unable to escape.&lt;br /&gt;
&lt;br /&gt;
A containment room with 8 holding platforms filled with immobilized toughspikes connected to a [[bioferrite harvester]] will provide 16 bioferrite per day, with no risk of escapes. [[Holding spot]]s can be used in place of holding platforms in order to save on materials.&lt;br /&gt;
&lt;br /&gt;
Other, less reliable methods of immobilizing entities is through either releasing them and attacking them until their limbs are damaged enough to be removed by an attack, or using the electroharvester and waiting patiently until their brain becomes scarred enough that they can never escape. The former method is, needless to say, quite dangerous if the entity isn't already downed when released, and always runs the risk of killing the entity instead of downing it. Slashing weapons are the most useful weapons for this purpose, since blunt weapons have an overkill mechanic that deals excess damage to the parent part, which often leads to the torso getting destroyed in the process. As for the latter method, it would require extreme patience, as the odds of an entity getting brain damage from an electroharvester are quite low, and even then it requires this sort of damage to happen multiple times before the entity is immobilized.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bioferrite a.png|One bioferrite&lt;br /&gt;
Bioferrite b.png|Partial stack&lt;br /&gt;
Bioferrite c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=184000</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=184000"/>
		<updated>2026-09-12T18:55:47Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Desperate Refugees */ added actual numbers for MTBs and required mood for join offers, chances for betrayal and Betrayal Offers, the time it takes to receive the reward and the chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
{{Image wanted|reason=All UI tabs and not in dev mode}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:Quests_available.png|thumb|left|Quests UI on the 'Available' tab]]&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent,{{RoyaltyIcon}} Archonexus,{{IdeologyIcon}} The Gravship{{OdysseyIcon}} and its subquests) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]],{{RoyaltyIcon}} those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New [[colonists]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], [[#Biotech]], [[#Anomaly]], and [[#Odyssey]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time, which is not listed in the quest description, will be between 12 and 28 days. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan, who will act as a negotiator for this quest.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 100-110, faction leaves a gift with total 500 - 1200 market value, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Success''' - Goodwill increases by 60-70, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-20.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 40-50, ''immediate attack'' on caravan party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Social skill|Social Skill]] !! [[Negotiation Ability]] !! Triumph Chance !! Success Chance !! Flounder Chance !! Backfire Chance !! Disaster Chance&lt;br /&gt;
|-&lt;br /&gt;
| 0   || 40%     || 4.2%  || 23.0% || 23.5% || 32.9% || 16.4%&lt;br /&gt;
|-&lt;br /&gt;
| 3   || 62.5%   || 5.7%  || 31.6% || 24.2% || 25.7% || 12.8%&lt;br /&gt;
|-&lt;br /&gt;
| 6   || 85%     || 8.0%  || 43.8% || 23.1% || 16.7% || 8.4%&lt;br /&gt;
|-&lt;br /&gt;
| 9   || 107.5%  || 10.5% || 57.5% || 19.0% || 8.7%  || 4.3%&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 130%    || 11.9% || 65.5% || 15.2% || 4.9%  || 2.4%&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || 150%+   || 13.3% || 72.9% || 10.6% || 2.1%  || 1.1%&lt;br /&gt;
|}&lt;br /&gt;
Peace talks will give the negotiator 6000 Social skill experience regardless of the outcome, negotiator's passion, or [[Global Learning Factor]]. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&amp;lt;!--- Data is from the version 1.2.2753, but seems to be mostly up to date --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]],{{RoyaltyIcon}} an world event [[condition causer]],{{RoyaltyIcon}} or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s, [[transport pod]]s, [[Permits|imperial shuttle]],{{RoyaltyIcon}} or [[passenger shuttle]]{{OdysseyIcon}} to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest appears after 8 days, counting from the moment you've reached 3 colonists for the first time (including if you've started with more). This quest won't appear if you have under 3 colonists, any of your colonists reached the title of a [[Title#Titles|Yeoman]], if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, an [[imperial shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Novice]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like [[berserk pulse]], [[farskip]], or [[neuroquake]].&lt;br /&gt;
&lt;br /&gt;
=== The Deserter ===&lt;br /&gt;
{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest appears after 26 days of the colony start. This quest won't appear if you are in an extreme biome. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{AnomalyIcon}}&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest: &lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will be affiliated with a temporary faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony. This cannot happen if the refugee's [[mood]] is below 50%. At 50% mood, the {{MTB}} to offer to join is 60 days, decreasing to 15 days at 100% mood. There is no penalty for not accepting this join offer. &lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never randomly betray you if you get a Betrayal Offer yourself. They can still randomly betray you even if some of them have offered to join the colony. Overall, there is a 25% chance of receiving a Betrayal Offer and a 25% chance of refugees betraying you. &lt;br /&gt;
**Refugees with [[child|child]]ren{{BiotechIcon}} will never randomly betray you if the [[storyteller]] setting [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experiences a harmful surgery, or is killed, the other refugees will either leave your colony (failing the quest), receive a {{--|12}} [[thought]], or betray you immediately. Arresting a refugee who is already in an aggressive [[mental state]] does not trigger this reaction. &lt;br /&gt;
&lt;br /&gt;
=== Potential Rewards === &lt;br /&gt;
*Allowing the refugees to stay for the full duration and leave the map gives you a 50% chance to receive a random reward from 5 to 20 days later. The reward scales with the number of refugees you accepted and their duration of stay. &lt;br /&gt;
*The leader of a non-hostile faction might send you a Betrayal Offer, in which case you get the quest reward if you kill all members of the refugee group. &lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
== Build Monument ==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific monument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]],{{IdeologyIcon}} in order to take advantage of the [[Combat in darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
=== Title Inheritance ===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of novice and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An [[imperial shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced heat waves and cold snaps will stack with naturally-occurring ones.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[imperial shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles. The quest won't fail if the visitor does not have a room assigned (except by lowering mood), you only strictly need an unassigned room that meets expectations to start the quest.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
* An [[imperial shuttle]] will arrive to pick up specified amount of colonists. The amount requested is proportional to your current colonist count.{{Check Tag|Detail needed}} The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to and although the tending is mediocre, it may be enough to heal diseases such as [[muscle parasites]] or [[gut worms]], depending on the length of the quest.&lt;br /&gt;
&lt;br /&gt;
The reward is received once the requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.&lt;br /&gt;
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#human|Raiders]] for details.&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[crashed shuttle|shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. Regardless of the outcome, this shuttle can be deconstructed for {{Icon Small|plasteel}} 35, {{Icon Small|steel}} 20, {{Icon Small|component}} 5 and, if the [[Odyssey DLC]] is enabled, a [[shuttle engine]]. {{OdysseyIcon}}&lt;br /&gt;
* Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
* The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
* {{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
** Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
* The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
* Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
* Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[imperial shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Ritual Quality&lt;br /&gt;
! 0%&lt;br /&gt;
! 30%&lt;br /&gt;
! 60%&lt;br /&gt;
! 90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Decree ==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has issued a royal decree. If you fail to fulfill this decree within the given time limit, they will start to become unhappy. Their anger will increase over time until the decree is satisfied.&lt;br /&gt;
&lt;br /&gt;
[[Noble]]s in your colony may issue wild decrees that demand an action to be done. If their decree's requirements are not met, they will become increasingly unhappy, though they will eventually forget about the decree or declare it impossible. The exact requirements for these outcomes are currently unknown. Satisfying a decree will give a +6 [[mood]] buff for 15 [[time|days]] with a stack limit of 3, while a decree failing will create a -4 mood penalty, also for 15 days also with a stack limit of 3.&lt;br /&gt;
&lt;br /&gt;
Decrees may be to:&lt;br /&gt;
* Produce a certain amount of certain common resource, such as [[steel]], [[wood]] or [[cloth]]. You are allowed 5 days to do this.&lt;br /&gt;
* Harvest a certain amount from a cultivatable [[plant]]. Only plants with a [[Property:Grow Days|Grow Days]] stat of 10 or less are selected. You are allowed a number days equal to 2x the chosen plants grow days + 8 to do this.&lt;br /&gt;
* Hunt or slaughter a certain number of a specific type of [[animal]]. You are allowed 5 days to do this.&lt;br /&gt;
* Build a monument. You are allowed 15 days to do this.&lt;br /&gt;
&lt;br /&gt;
= Ideology =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
== Ancient complex ==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby an [[imperial shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room containing [[ancient unstable fuel node]] that can explode.&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The threats may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]]s (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate]]s (contain equipment), [[Ancient enemy terminal]]s (call enemy faction) and [[Ancient comms console]]s (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]&lt;br /&gt;
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room&lt;br /&gt;
&lt;br /&gt;
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.&lt;br /&gt;
&lt;br /&gt;
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.&lt;br /&gt;
&lt;br /&gt;
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{Icon Small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the [[Charity]] precept.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break]]s and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{Main|Work site}}&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''.  To get the information, hack into the drone's computer. Hacking takes time, but those strong in intellectual skill can speed up the process. After landing, the spacedrone will self-destruct in 30 days. ''&lt;br /&gt;
&lt;br /&gt;
Alternative quest title: '''Orbital Cryptodrone Hack'''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Ancient complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechanitor. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[mechanoid transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor and The Gravship [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a chance that the sanguophages will spawn with both the sanguophage xenotype and a germline xenotype.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[crashed shuttle|shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the [[crashed shuttle]].  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle crashes. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is: &lt;br /&gt;
* The [[downed]] sanguophage (assuming that their brain isn't destroyed)&lt;br /&gt;
* The [[downed]] thralls&lt;br /&gt;
You can then decide what to do with the sanguophage:&lt;br /&gt;
* Force a downed sanguophage to give a [[Gene implanter|gene implantation]]. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]]. &lt;br /&gt;
* If you imprison and then recruit the sanguophage, you can cast Implant genes with it.&lt;br /&gt;
 '''Note:''' using this ability while the sanguophage's genes are still regrowing kills the sanguophage. Therefore, if you want to keep the sanguophage, it is worth waiting until the gene regrowth process finishes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an [[Ideoligion]] with [[File:Cannibal.png|32px]] &amp;quot;Cannibal&amp;quot; as their main [[meme]] will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sanguophage Transport.png|Crashed shuttle with the sanguophage master and two thralls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* An [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]]s, [[Toughspike]]s, and [[Trispike]]s. Members of the calling faction will be scattered around the map, dead. There are also unconfirmed reports of still-living faction members.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
The map will be partially covered in fleshmass, with [[flesh sack]]s and [[fleshbulb]]s as well. One of the fleshsacks will contain a [[shard]].&lt;br /&gt;
&lt;br /&gt;
If possible, there will be at least 2 tiles between the camp and the player settlement on the [[world map]], but no more than 7. The faction chosen for the camp must be a human faction that is not a permanent enemy. The quest also excludes factions that don't have a defined list of pawns to generate for purposes like combat, traders, or settlements. This excludes factions like [[ancients]], [[beggars]], or [[pilgrims]]. [[Empire]] can only be chosen if the quest has at least 2000 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
There is a 75% chance that an ambush will happen after arriving, causing more fleshbeasts to arrive from pit burrows. It will happen after anywhere between {{ticks|2400}} and {{ticks|4800}}.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
= Odyssey =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{stub|section=1|reason=Verify all quests covered. Once complete, add stub tag to individual wuests as necessary}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid Signal ==&lt;br /&gt;
 '' You've detected a signal from a mechanoid ship in orbit. The ship has malfunctioned and is slowly losing altitude.\n\nBy falsely responding to the signal you can make the ship crashland nearby, letting you salvage valuable grav tech. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A mechanoid ship is crashing down onto the surface.&lt;br /&gt;
&lt;br /&gt;
Accepting this quest will sends down a [[grav engine]], a few dead [[mechanoids]] and some spacecraft chunks. By inspecting the engine, you unlock the Basic gravtech [[research]], allowing you to starting constructing a [[gravship]]. Deconstructing the spacecraft chunks will grant you [[Gravlite panel]]s for your ship.&lt;br /&gt;
&lt;br /&gt;
== The Gravship == &lt;br /&gt;
 '' You've discovered a mechanoid grav engine! You can use this to build a gravship to quickly move around the planet.&amp;lt;br&amp;gt;The engine includes tech that passively scans for nearby gravship technology. If you obtain this gravship tech, you can upgrade your gravship over time. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You are now in the possession of a [grav engine].&lt;br /&gt;
&lt;br /&gt;
Once you have inspected the [grav engine], this quest is immediately activated. While the engine is on the map, you'll passively get new sub-quests to receive new [[gravcore]]s and [[gravlite panel]]s to expand and upgrade your gravship. &lt;br /&gt;
&lt;br /&gt;
These quests can spawn very far away from where your colony was when you receive them. Most quests can be as far as 160 tiles away from your colony. Some quests may require you to stay for many days, often in harsh conditions like the [[Scarlands]] or even in [[orbit]]. As such, traveling with a gravship is very recommended. Make sure your gravship has enough resources, food, medicine, as well as fully pressurized living areas if you're going to space.&lt;br /&gt;
&lt;br /&gt;
Once any 7 of these sub-quests are completed, you'll receive the location for the [[mechanoid hive]]. &lt;br /&gt;
&lt;br /&gt;
On non-Grav Ship scenario starts, the Initial Grav Ship quest fires on Day 6. The first sub-quest will fire roughly 1 day after investigating the Grav Ship Engine.&lt;br /&gt;
&lt;br /&gt;
On the Grav Ship Scenario, the first sub-quest will fire between days 5 and 8.&lt;br /&gt;
&lt;br /&gt;
Later sub-quests will fire every 15 to 30 days, weighted to have an average time between of 20 days. Grav Ship sub-quests fire only if the player has an installed Grav Engine and the player has less than 3 sub-quests available. &lt;br /&gt;
&lt;br /&gt;
Sub-quests will fire indefinitely until the player completes the Mech Hive quest. Once the Mech Hive is completed, Grav Cores can still be obtained through random quests.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Relay ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. It is powering a relay that is part of a huge mechanoid communication net. You can disassemble the relay, but the process will take days to complete. The relay itself will be heavily defended by mechanoids. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A relay nearby is containing valuable gravship technology.&lt;br /&gt;
&lt;br /&gt;
One single [[mechanoid relay]] will be present on the map along with 3 stabilizers guarded by initially dormant mechanoids. To be able to deconstruct the relay, you must disable the stabilizers by either hacking or destroying them.&lt;br /&gt;
*Hacking will immediately wake up the nearby mechanoids. Kill these mechanoids first before you begin hacking. Often times, your hacking will be detected and you won't be able to continue hacking it until a few hours go by. To save time, clear the map of dormant mechanoids first, then begin hacking all three at once, to minimize downtime from lockout.&lt;br /&gt;
*Destroying a stabilizer is much quicker, however doing this will immediately spawn reinforcements mechanoids - often more than the numbers of initial guarding mechanoids. Should you choose this option, make sure you're prepared to defend yourself and your gravship.&lt;br /&gt;
&lt;br /&gt;
Once all three stabilizers are disabled, you can disassemble the relay, granting you a [[gravcore]] and some [[gravlite panel]]s. One last reinforcement will drop down soon after the &lt;br /&gt;
relay went down.&lt;br /&gt;
&lt;br /&gt;
=== Insect Lair ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal emanates from a cave system deep underground. The entrance to the cave system is marked on the world map. Subterranean caves can be extremely dangerous and may take days to explore. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden deep beneath the surface inside of a cave.&lt;br /&gt;
&lt;br /&gt;
Note: 3 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest will only spawn on a mountainous tile. Multiple hives and insects colonies will be present within the caverns. Located inside the caverns is a single entrance to a underground insectoid cave. Clear your way through inside the cave, and you'll eventually find the [[gravcore]], guarded by a [[hive queen]].&lt;br /&gt;
&lt;br /&gt;
=== Ancient Reactor ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient decaying reactor. The location is marked on the world map. Cracks in the reactor's shielding are leaking harmful material, bathing the nearby area in toxic fallout. The reactor itself will be heavily guarded by ancient security systems. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located inside a leaking ancient reactor.&lt;br /&gt;
&lt;br /&gt;
This quest will always spawn within a [[Scarlands]] biome. While you're on this tile, [[toxic fallout]] will cover the area. Explore the ancient complex until you find the reactor. Destroying it will give you a [[gravcore]], and also make the toxic fallout dissipate. You can also find [[gravlite panel]]s within crates inside the complex.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Stockpile ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient underground stockpile. The location is marked on the world map. Underground stockpiles must be hacked to enter. This process can take days to complete. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside an ancient stockpile.&lt;br /&gt;
&lt;br /&gt;
Three different underground stockpiles are present on the map. To enter, you must hack the entrances, which can takes a few days. Underneath all entrances are stockpiles containing loots as well as dangerous traps and security turrets. Only one of these stockpiles will contain the [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
=== Crashed Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from the wreckage of a crashed orbital platform. Scans reveal a heavy mechanoid presence. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located near a crash site of a mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
Note: 2 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
=== Frozen Terraformer ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The gravcore is powering a malfunctioning ancient terraformer. Its location is marked on the world map. The terraformer is cooling the local region to dangerously low temperatures. Be prepared for cold weather and a long stay. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside a frozen complex.&lt;br /&gt;
&lt;br /&gt;
Note: 1 other sub-quest must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest can spawn on Glacial Plains, Ice Sheet and Tundra. In the middle of the map is an ancient complex, hidden within thick walls of ice. Dig through the ice and you'll find the complex. Destroy the terraformer located inside will grant you a [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
Be careful of the cold weather, make sure you have enough food and warm clothes for your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an orbital mechanoid platform. Scans reveal a heavy defensive presence. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
=== Abandoned Orbital Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an abandoned orbital platform. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on an ancient platform.&lt;br /&gt;
&lt;br /&gt;
Note: 5 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
== Gravcore Mechhive ==&lt;br /&gt;
{{Main|Endings#The_Mechhive}}&lt;br /&gt;
 '' You have detected a huge gravtech energy spike originating from a mechhive in orbit. Its location is marked on the world map. This mechhive is the center of mechanoid intelligence on this planet. Shutting it down will disable all murderous mechanoids planet-wide. Alternatively, you may be able to use the mechhive for your own purposes. The mechhive is defended with anti-ship weapons. Build a signal jammer before approaching it. Be warned, mechhives are extremely dangerous. Finish exploring other locations first and ensure you're prepared for a long stay in orbit. '' &lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You have located the location of the mechhive.&lt;br /&gt;
&lt;br /&gt;
== Gravship Wreckage ==&lt;br /&gt;
 '' You've intercepted the distress beacon from a crashed gravship. The wreckage contains valuable gravtech. Be careful - it is guarded by hostile mechanoids. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You detected a gravship crashed nearby.&lt;br /&gt;
&lt;br /&gt;
If you do not have a [[grav engine]], and do not have the initial &amp;quot;Mechanoid Signal&amp;quot; quest available, after a while a faction leader, or a royal title holder will tell you the location of a new engine. If none is available (due to having no friendly factions) the quest will say that you intercepted its distress beacon instead.&lt;br /&gt;
&lt;br /&gt;
The gravship wreckage quest will fire like any other quest assuming the conditions are met. Because the Gravship quest fires like any other quest, it may take a long time to fire. Once the quest fires, it has a 2 year cooldown before it can fire again.&lt;br /&gt;
&lt;br /&gt;
A player should only be able to have 1 grav engine at a time.&lt;br /&gt;
&lt;br /&gt;
==Space sites==&lt;br /&gt;
{{stub|section=1|reason=More detail for these, as well as the planet sites. Possibly have each site have its own subsection}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} Like the [[long-range mineral scanner]], these quests will only generate from an active [[orbital scanner]] or [[ancient uplink]]. Each location is in [[orbit]].&lt;br /&gt;
&lt;br /&gt;
* '''Resource Asteroid''': An asteroid containing mineable resources. It is more common than the other quests.&lt;br /&gt;
* '''Orbital Item Stash''': An asteroid with no minable ores, but a hollow core containing structures with loot.&lt;br /&gt;
* '''Abandoned Platform''': An ancient orbital platform with no signs of life.&lt;br /&gt;
* '''Orbital Wreck''': Wreckage of abandoned platform with hostile [[salvagers]].&lt;br /&gt;
* '''Mechanoid Platform''': An orbital platform with high [[mechanoid]] activity. Less common than the other quests.&lt;br /&gt;
* '''Satellite''': An abandoned platform, usually protected by outside [[uranium slug turret]]s and inside drones.&lt;br /&gt;
&lt;br /&gt;
==Planet sites==&lt;br /&gt;
{{OdysseyIcon}} These quests can be given by interfacing with visitors and inbound caravans, or by reading [[book]]s that have a discover quest reward (only once per book). &lt;br /&gt;
&lt;br /&gt;
*'''Ancient mercenaries:''' Hostile ancients are in the area, one of them wielding a [[unique weapon]].&lt;br /&gt;
*'''Ancient structure:''' Generates a [[landmark]] on a given tile, even if it wasn't there before. Options include [[ancient warehouse]]s, [[ancient garrison]]s, [[ancient launch site]]s, and [[infested settlement]]s.&lt;br /&gt;
*'''Alpha thrumbo spotting:''' An [[alpha thrumbo]] and herd of regular thrumbos will be in the area.&lt;br /&gt;
&lt;br /&gt;
The above methods can also discover [[#Item stash|item stash]]es, [[#Bandit camp|bandit camps]], and [[#Ancient complex|ancient complexes]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Orbital fugitive==&lt;br /&gt;
{{stub|section=1|reason=General}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A fugitive has hid on an abandoned orbital platform, and the quest giver wants them dead. The reward will be a gravship building, e.g., a [[fuel optimizer]] or [[pilot subpersona core]].&lt;br /&gt;
&lt;br /&gt;
==Survey site==&lt;br /&gt;
{{OdysseyIcon}} This quest requires travelling to a remote location to protect surveying equipment for 10 to 15 days. The reward is a gravship upgrade.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 5 distinct ways to see the credits screen:&lt;br /&gt;
* Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
* [[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
* [[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
* [[#The Mechhive|Storming the mechhive]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
* Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
* Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
== Royal Ascent ==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[imperial shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then an [[imperial shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 2,000 kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod* &lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - We now generate random rewards only up to 5500$, the rest will go into market value fillers like gold, plasteel, and uranium. This avoids absurd rewards with large numbers of unique quest items in modded or ultra late-game scenarios.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide. Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped. Reduce monument sizes about 15%.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. Fix: Colonist pods returning from a 'pawn lend' quest can roof punch. Fix: Rescuing downed noble ends shuttle rescue [[quest]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list. Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items. Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. Fix: Shuttle stays forever if all passengers cannot get on board. Fix: Shuttle crash quest fails if you have VIP boarded.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Charity believing pawns will get negative thought from &amp;quot;rejecting&amp;quot; refugees when the quest hasn't even been accepted yet.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards. Show birth letter for babies born from lent colonists in a PawnLend quest.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. Reworked how many beggars show up depending on colony population. Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rebalanced the number of pawns required for pawn lend quests (it should generally be lower now).&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Error when accepting bestower quest.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error generating trade request quests in space.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Lodgers that are arrested and released are no longer recruited for free.&lt;br /&gt;
** Fix: Shuttle crash rescue quest could generate with too few points to generate an enemy threat. &lt;br /&gt;
** Fix: Possible for rescue shuttles to land on the crashed shuttle, destroying it.&lt;br /&gt;
** Fix: Possible for strange signal quest to fail to find a place for the monolith on particularly full maps.&lt;br /&gt;
** Fix: Possible for distress signal map to generate without a shard.&lt;br /&gt;
** Fix: Possible for terminals to fail to spawn in ancient complex quests, instantly failing the quest on arrival.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=183943</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=183943"/>
		<updated>2026-09-04T18:13:33Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Entity slayer */ added a detailed description of the mental break&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. Majority types of mental break cause a '''mental state''', during which the pawn will become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.&lt;br /&gt;
&lt;br /&gt;
A few types of mental break, like catatonic breakdown, run wild, and crisis of belief,{{IdeologyIcon}} do not cause mental state. Some mental states may occur without a mental break, notable examples of sources are [[psychic insanity lance]], [[pyromaniac]] trait, [[gourmand]] trait, [[Alzheimer's]], [[dementia]], [[drug]] withdrawal, and various [[psycast]]s,{{RoyaltyIcon}} some of which enable the player to induce mental states in enemies in battle.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
* Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
* Below their extreme mental break threshold, their mood is ~5% and &amp;quot;About to break.&amp;quot; they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a {{Thought|desc=The colony had me in jail for a while, like a caged animal.|label=Was imprisoned|value=-6|stack=1|duration=12}}.&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}}. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios, but multiple catharses do stack up to 5 times, with diminishing effects.&lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Tortured artist]] trait will have a constant {{Thought|desc=Natural penalty from 'tortured artist' trait.|label=Tortured artist|value=-8|stack=1}} debuff but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]], [[#Run wild|Run wild]] and [[#Catatonic breakdown|Catatonic breakdown]] breaks.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no, or reduced, consequences.&lt;br /&gt;
&lt;br /&gt;
=== Anomalous breaks ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Whenever a mental break happens, there's a chance that an anomalous break will happen over a normal one. If the game attempts to trigger anomalous mental break but is unable to, it will instead attempt to trigger a normal one. [[Creepjoiner|Creepjoiners]] will always trigger an anomalous break, unless none are possible. For every other pawn, the chance for anomalous break to happen depends on the current [[Void_monolith#Summary|Anomaly stage]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anomalous breaks trigger the {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}} that other mental breaks have. The mental breaks which are considered anomalous are:&lt;br /&gt;
&lt;br /&gt;
* [[#Dark visions|Dark visions]]&lt;br /&gt;
* [[#Insane ramblings|Insane ramblings]]&lt;br /&gt;
* [[#Entity slayer|Entity slayer]]&lt;br /&gt;
* [[#Entity liberator|Entity liberator]]&lt;br /&gt;
* [[#Terrifying hallucinations|Terrifying hallucinations]]&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that if [[wake-up]] is available, the pawn will take it during their break down, extending it to its maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn [[Social#Insulted|insult]] nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly [[Social#Insulted|insult]] one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds, even if the pawn is incapable of talking. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times. &lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Drug use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
Simply unassigning the bedroom of the colonist by switching the bed to either prisoner or slave will stop them from damaging anything after the first hit.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience {{Thought|value=-2|stack=4|label=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; rambling|desc=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; is talking nonsense. Is he/she insane?|duration=1}}, and the rambling pawn will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} upon recovery in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn attempts to execute up to 5 random [[Containment|captive]] [[Entity|entities]]. After each successful kill, there is a 50% chance for the mental state to end. There is a minimum interval of {{ticks|625}} between execution attempts. The mental state ends early if no suitable entity is available, or after 5 entities have been executed.&lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Drug use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the [[Inspired creativity]] inspiration from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest or [[down]]ing the mentally broken pawn. If an arrest is attempted and fails, it will make the pawn [[berserk]], which may be easier as berserked pawns do not attempt to kill.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they are at risk of dying upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two or less, and it increases linearly to the normal level at a population of seven or more. It cannot occur during [[Events#Toxic fallout|toxic fallout]] or [[Pollution#Acidic smog|acidic smog]].&lt;br /&gt;
&lt;br /&gt;
Additionally, this mental break does not trigger the [[Inspired creativity]] inspiration from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony.&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the commonality increases with colonists, 0.2 at 8, 0.4 at 9, 0.6 at 10, 0.8 at 11 and 1 at 12+&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
The pawn will move to a random accessible contained entity and attempt to release it, the mental break ends after they successfully release an entity or after enough time has passed&lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish.{{Check Tag|Mechanical effect?}} The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|1200}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humans are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
&lt;br /&gt;
The affected colonist does not gain the Catharsis mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any human pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|18000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
&lt;br /&gt;
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an [[Inspired creativity]] inspiration may use their inspiration on a cube sculpture.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]],{{AnomalyIcon}} however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error if tantrum target is hauled.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=183941</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=183941"/>
		<updated>2026-09-04T17:38:11Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Anomalous breaks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. Majority types of mental break cause a '''mental state''', during which the pawn will become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.&lt;br /&gt;
&lt;br /&gt;
A few types of mental break, like catatonic breakdown, run wild, and crisis of belief,{{IdeologyIcon}} do not cause mental state. Some mental states may occur without a mental break, notable examples of sources are [[psychic insanity lance]], [[pyromaniac]] trait, [[gourmand]] trait, [[Alzheimer's]], [[dementia]], [[drug]] withdrawal, and various [[psycast]]s,{{RoyaltyIcon}} some of which enable the player to induce mental states in enemies in battle.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
* Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
* Below their extreme mental break threshold, their mood is ~5% and &amp;quot;About to break.&amp;quot; they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a {{Thought|desc=The colony had me in jail for a while, like a caged animal.|label=Was imprisoned|value=-6|stack=1|duration=12}}.&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}}. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios, but multiple catharses do stack up to 5 times, with diminishing effects.&lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Tortured artist]] trait will have a constant {{Thought|desc=Natural penalty from 'tortured artist' trait.|label=Tortured artist|value=-8|stack=1}} debuff but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]], [[#Run wild|Run wild]] and [[#Catatonic breakdown|Catatonic breakdown]] breaks.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no, or reduced, consequences.&lt;br /&gt;
&lt;br /&gt;
=== Anomalous breaks ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Whenever a mental break happens, there's a chance that an anomalous break will happen over a normal one. If the game attempts to trigger anomalous mental break but is unable to, it will instead attempt to trigger a normal one. [[Creepjoiner|Creepjoiners]] will always trigger an anomalous break, unless none are possible. For every other pawn, the chance for anomalous break to happen depends on the current [[Void_monolith#Summary|Anomaly stage]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anomalous breaks trigger the {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}} that other mental breaks have. The mental breaks which are considered anomalous are:&lt;br /&gt;
&lt;br /&gt;
* [[#Dark visions|Dark visions]]&lt;br /&gt;
* [[#Insane ramblings|Insane ramblings]]&lt;br /&gt;
* [[#Entity slayer|Entity slayer]]&lt;br /&gt;
* [[#Entity liberator|Entity liberator]]&lt;br /&gt;
* [[#Terrifying hallucinations|Terrifying hallucinations]]&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that if [[wake-up]] is available, the pawn will take it during their break down, extending it to its maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn [[Social#Insulted|insult]] nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly [[Social#Insulted|insult]] one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds, even if the pawn is incapable of talking. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times. &lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Drug use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
Simply unassigning the bedroom of the colonist by switching the bed to either prisoner or slave will stop them from damaging anything after the first hit.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience {{Thought|value=-2|stack=4|label=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; rambling|desc=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; is talking nonsense. Is he/she insane?|duration=1}}, and the rambling pawn will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} upon recovery in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.&lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Drug use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the [[Inspired creativity]] inspiration from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest or [[down]]ing the mentally broken pawn. If an arrest is attempted and fails, it will make the pawn [[berserk]], which may be easier as berserked pawns do not attempt to kill.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they are at risk of dying upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two or less, and it increases linearly to the normal level at a population of seven or more. It cannot occur during [[Events#Toxic fallout|toxic fallout]] or [[Pollution#Acidic smog|acidic smog]].&lt;br /&gt;
&lt;br /&gt;
Additionally, this mental break does not trigger the [[Inspired creativity]] inspiration from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony.&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the commonality increases with colonists, 0.2 at 8, 0.4 at 9, 0.6 at 10, 0.8 at 11 and 1 at 12+&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
The pawn will move to a random accessible contained entity and attempt to release it, the mental break ends after they successfully release an entity or after enough time has passed&lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish.{{Check Tag|Mechanical effect?}} The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Thought|desc=There was a madness building in my mind. It's gone, for now.|label=Void catharsis|value=30|stack=5|duration=3}} in place of the regular {{Thought|desc=It felt good to finally unbottle my feelings.|label=Catharsis|value=30|stack=5|multi=0.75|duration=3}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|1200}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humans are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
&lt;br /&gt;
The affected colonist does not gain the Catharsis mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any human pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|18000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
&lt;br /&gt;
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an [[Inspired creativity]] inspiration may use their inspiration on a cube sculpture.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]],{{AnomalyIcon}} however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error if tantrum target is hauled.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tome&amp;diff=183940</id>
		<title>Tome</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tome&amp;diff=183940"/>
		<updated>2026-09-04T17:29:58Z</updated>

		<summary type="html">&lt;p&gt;BAVy: added thought template; added more info about trader availability; clarified that tomes only cause major breaks (same selection as major breaks caused by mood)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Tome&lt;br /&gt;
| image = Tome.png&lt;br /&gt;
| description = A book which explores dark psychic powers, the void hidden under space, and the dreams of evil superintelligences. These volumes can help a reader harness dark entities and powers.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| type2 = Book&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 5&lt;br /&gt;
| marketvalue = 250&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| rotatable = true&lt;br /&gt;
| has quality = True&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Tome&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| parent name = BookBase&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Tomes''' are a type of [[book]] that provides [[recreation]] while generating [[research]] points for [[Research#Anomaly|Anomaly research]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Tomes, like all books, can be purchased from [[Tribal]], [[Outlander]] and [[Empire]] [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s. However, unlike other books, tomes are never carried by bulk traders.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Tomes can be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 1. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.&lt;br /&gt;
&lt;br /&gt;
Tomes function identically to [[schematic]]s, with two major exceptions: They only progress [[dark study]] projects, and they have a chance to cause [[Mental_break#Major_break|major mental breaks]] while being read. Higher [[quality]] tomes provide more research points when read. The chance for the tome to cause a mental break per hour while read is randomly selected when the tome is generated, from a range of 1% to 5%&lt;br /&gt;
&lt;br /&gt;
Tomes have a 25% chance of generating with two research projects instead of one. Reading the book will progress both projects at once, but the number of points generated will be divided by 1.6. Completing one of the two projects will not negate this effect, making the tome less effective overall.&lt;br /&gt;
&lt;br /&gt;
Pawns using a Tome gain a {{Thought|desc=Its almost as if it's speaking out to me personally.|label=Fascinating tome|value=+8|stack=1}} while reading it.&lt;br /&gt;
&amp;lt;!--Please replicate any changes to this table on the Books page to ensure parity--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of Quality on Research&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Quality !! colspan=2 | Points&lt;br /&gt;
|-&lt;br /&gt;
! 1 project !! 2 projects&lt;br /&gt;
|-&lt;br /&gt;
! Awful &lt;br /&gt;
| 0.07 / Hour || 0.05 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 0.15 / Hour || 0.09 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 0.23 / Hour || 0.14 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| 0.30 / Hour || 0.19 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 0.38 / Hour || 0.23 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 0.45 / Hour || 0.28 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 0.52 / Hour || 0.33 / Hour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the [[Odyssey DLC]] is active, tomes have 15% chance to generate with a quest. Reading a book containing a quest has a chance to trigger such quest with a {{MTB}} of {{ticks|12500}}. Only a single quest may be generated per book.&lt;br /&gt;
&lt;br /&gt;
All books can be efficiently stored in [[small bookcase|small]] and full-size [[bookcase]]s, allowing them to provide a [[reading bonus]] to any reading and [[research]] activities taking place within the same room. Each book stored in a nearby bookcase will increase the effectiveness of reading.&lt;br /&gt;
&lt;br /&gt;
When reading for recreational purposes, colonists will choose which books to read at random. You can use the [[assign]] tab to specify which types of book a colonist is allowed to read, but you cannot assign a colonist to read any one specific book automatically.&lt;br /&gt;
&lt;br /&gt;
You can manually force a colonist to read a specific book by selecting the colonist, right-clicking either the book itself or the bookcase containing it, then issuing the &amp;quot;read&amp;quot; command. The colonist will then read the target book for an hour before putting it away.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The main use of tomes is to progress anomalous research without the need to capture or contain dangerous [[entities]]. Entity study requires the construction of large containment facilities, and comes with the risk that the entities may escape. Tomes require no infrastructure to use, and the only threat they pose are the mental breaks they cause, which can each be dealt with in their own ways.&lt;br /&gt;
&lt;br /&gt;
The main drawback to tomes is that each one can only be used to progress its associated research projects, while entity study can progress any research project within the entity's knowledge category. Another advantage of entity study over tomes is that studied entities can additionally be exploited by [[bioferrite harvester]]s and [[electroharvester]]s for [[bioferrite]] and [[power]] respectively (though the latter does halve the amount of research gained from entity study).&lt;br /&gt;
&lt;br /&gt;
There is a practical use for the tome's ability to cause mental breaks, even after all anomalous research has been completed, as it can [[inspiration|inspire]] colonists with the [[tortured artist]] [[trait]]. As long as the mental breaks can be dealt with, the resulting [[inspired creativity]] can allow for the creation of many high-quality items within a relatively short span of time. To minimize the interval between breaks/inspirations with less micromanagement, tortured artists can be assigned to an [[allowed area]] that contains no form of recreation other than tome-reading.&lt;br /&gt;
&lt;br /&gt;
If you do not intend to give pawns mental breaks, however, then reading tomes over other books is mostly detrimental, especially for pawns with [[Aggressive]]{{BiotechIcon}} genes{{Check Tag|dead calm?|Wb using dead calm to dull impact? }} who will likely have a violent and more harmful mental break. You can adjust your colonists' reading assignments to exclude tomes from the list of allowed books, while still keeping your tomes in bookcases to contribute to a room's reading bonus.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Held ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tome Open east.png|East&lt;br /&gt;
Tome Open north.png|North&lt;br /&gt;
Tome Open south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Stored ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tome Vertical east.png|East&lt;br /&gt;
Tome Vertical north.png|North&lt;br /&gt;
Tome Vertical south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Odyssey DLC]] Release - Tomes can generate with a quest that has a chance to be granted while reading the book.&lt;br /&gt;
&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
{{nav|joy|wide}}&lt;br /&gt;
[[Category:Books]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Holding_spot&amp;diff=183924</id>
		<title>Holding spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Holding_spot&amp;diff=183924"/>
		<updated>2026-09-03T10:35:57Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Acquisition */ added a note that explains how to access holding spots (they are not available immediately at the start of the game)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General }}&lt;br /&gt;
{{See also|Holding platform}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Holding spot&lt;br /&gt;
| image = Holding spot.png&lt;br /&gt;
| description = A spot for holding dangerous entities. Not as good as a steel holding platform, but a lot better than nothing.&amp;lt;br /&amp;gt;Downed entities can be secured at a holding spot where they can be studied. Increase containment strength by building strong walls and doors, and other special containment devices.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| buildingTags = Anomaly&lt;br /&gt;
| sowTag = SupportPlantsOnly&lt;br /&gt;
| can place over impassable plant = false&lt;br /&gt;
| ai_chill destination = false&lt;br /&gt;
| wake dormant pawns on construction = false&lt;br /&gt;
| artificial for meditation purposes = false&lt;br /&gt;
| passability = standable&lt;br /&gt;
| cover = 0&lt;br /&gt;
| terrain affordance needed = Light&lt;br /&gt;
| size = 3 * 3&lt;br /&gt;
&amp;lt;!-- statBases --&amp;gt;&lt;br /&gt;
| sell price factor = 0.70&lt;br /&gt;
| meditation psyfocus bonus = 0&lt;br /&gt;
| hp = 0&lt;br /&gt;
| work to make = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| focus types = Void&lt;br /&gt;
| occupied meditation psyfocus bonus offset = 0.16&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| facility = Electroharvester, Electric inhibitor, Shard inhibitor, Bioferrite harvester&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| containment factor = 0.7&lt;br /&gt;
| min monolith level = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = HoldingSpot&lt;br /&gt;
| label = holding spot&lt;br /&gt;
| thingClass = Building_HoldingPlatform&lt;br /&gt;
| category = Building&lt;br /&gt;
| drawerType = RealtimeOnly &amp;lt;!-- Prevents items clipping into it --&amp;gt;&lt;br /&gt;
| resourceReadoutPriority = &lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| scatterableOnMapGen = false&lt;br /&gt;
| inspectorTabs = ITab_Entity&lt;br /&gt;
| descriptionHyperlinks = [[Electroharvester]], [[Electric inhibitor]], [[Shard inhibitor]], [[Bioferrite harvester]]&lt;br /&gt;
| designationCategory = Anomaly&lt;br /&gt;
&amp;lt;!-- graphicData --&amp;gt;&lt;br /&gt;
| texPath = Things/Building/HoldingSpot&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| drawSize = (3, 3)&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
  &amp;lt;ThingDef ParentName=&amp;quot;HoldingPlatformBase&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;soundImpactDefault&amp;gt;BulletImpact_Metal&amp;lt;/soundImpactDefault&amp;gt;&lt;br /&gt;
    &amp;lt;repairEffect&amp;gt;Repair&amp;lt;/repairEffect&amp;gt;&lt;br /&gt;
    &amp;lt;leaveResourcesWhenKilled&amp;gt;true&amp;lt;/leaveResourcesWhenKilled&amp;gt;&lt;br /&gt;
    &amp;lt;filthLeaving&amp;gt;Filth_RubbleBuilding&amp;lt;/filthLeaving&amp;gt;&lt;br /&gt;
    &amp;lt;containedPawnsSelectable&amp;gt;true&amp;lt;/containedPawnsSelectable&amp;gt;&lt;br /&gt;
    &amp;lt;tickerType&amp;gt;Normal&amp;lt;/tickerType&amp;gt;&lt;br /&gt;
    &amp;lt;uiOrder&amp;gt;100&amp;lt;/uiOrder&amp;gt;&lt;br /&gt;
    &amp;lt;canOverlapZones&amp;gt;true&amp;lt;/canOverlapZones&amp;gt;&lt;br /&gt;
    &amp;lt;defaultPlacingRot&amp;gt;North&amp;lt;/defaultPlacingRot&amp;gt;&lt;br /&gt;
  &amp;lt;/ThingDef&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| room role = Containment cell&lt;br /&gt;
}}&lt;br /&gt;
'''Holding spots''' are [[spot]]s added by the [[Anomaly DLC]] that allow for the [[containment]] of some [[entities]].&lt;br /&gt;
&lt;br /&gt;
They can be considered the basic counterpart to the more advanced [[holding platform]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Holding spots become available in the [[Anomaly]] tab of the [[Architect]] menu after activating the [[Monolith]]. Holding spots do not require a colonist to construct or [[deconstruct]], nor is there a cost, build time, or [[skill]] requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Void focus mediation}}&lt;br /&gt;
{{See also|Containment}}&lt;br /&gt;
Holding spots can be used to contain [[entities]]. To do this, an entity must be [[downed]] or otherwise capturable, then brought into the spot. A holding spot provides {{Bad|x70%}} [[containment]] when compared to a [[holding platform]].&lt;br /&gt;
&lt;br /&gt;
Each additional holding spot or platform in a room inflicts a roughly {{--|10%}} exponential cumulative penalty to all holding platforms in the same room. &amp;lt;!-- The cumulative remaining containment percentage of x platforms is roughly given by the exponential curve of y=111*e^(-.11*x), but I am unsure of how to present this information in a pretty and accurate manner and I've been at this edit for over two hours primarily trying to find out this info and I need to stop looking at spreadsheets... -Vilobion --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Holding spots can be useful as temporary entity containment before a [[holding platform]] can be built. They can also be suitable for entities that are permanently [[downed]] or unable to break out, such as a [[toughspike]] with both legs destroyed, as extra containment score for them is not required, although containment will still improve study rate.&lt;br /&gt;
&lt;br /&gt;
Since holding spots can be deconstructed instantly, it is possible build holding spots in combat locations, then deconstruct them to unleash [[entities]] on raiders. However, this is not a very practical strategy due to the difficulty of capturing and containing entities in large numbers.  Using [[deadlife dust]] to ressurect dead entities is a safer, less tedious, and more effective way of using entities to the colony's advantage.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=183918</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=183918"/>
		<updated>2026-09-02T16:00:46Z</updated>

		<summary type="html">&lt;p&gt;BAVy: The amount of bioferrite that is dropped upon destruction was listed wrong. Confirmed in game and in the code that it's actually 30-50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more data}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| glowradius = 11&lt;br /&gt;
| glowcolor = (74, 37, 2)&lt;br /&gt;
| destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 30~50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''noctolith''' is a structure [[entity]] added by the [[Anomaly DLC]]. Three will spawn as the focal point of the [[unnatural darkness]] major threat.&lt;br /&gt;
&lt;br /&gt;
== Occurance ==&lt;br /&gt;
{{Main|Unnatural darkness}}&lt;br /&gt;
&lt;br /&gt;
Noctoliths will only spawn as part of the [[unnatural darkness]] event, which requires a level 2 [[void monolith]]. Note that they will not appear as part of the unnatural darkness caused by [[monolith]] awakening, as [[void structure]]s will appear instead.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths do not take any direct action unless they are damaged. When damaged, they will trigger a wave of [[noctol]]s to attack the colony - this happens once per noctolith. The amount of damage needed to trigger the wave is anywhere from 0 to 99% HP of the noctolith's health. Dealing enough damage to instantly destroy a noctolith, e.g. with a [[diabolus]]' [[hellsphere cannon]],{{BiotechIcon}} will still trigger the first two waves of noctols, but the final wave can be skipped by instant destruction. Destroying all three noctoliths together instantly will still trigger the first two waves.&lt;br /&gt;
&lt;br /&gt;
The first two waves triggered this way spawn at 35% [[raid point]]s and the final noctol wave spawns at 50% [[raid point]]s. The &amp;quot;base&amp;quot; raid point value is snapshotted when the unnatural darkness event is first started.&lt;br /&gt;
&lt;br /&gt;
Destroying all three noctoliths will immediately end the unnatural darkness game condition. In addition, noctoliths drop {{Icon Small|Shard||1}} [[shard]] and {{Icon Small|Bioferrite||30~50}} [[bioferrite]] when destroyed.&lt;br /&gt;
&lt;br /&gt;
Noctoliths themselves generate a small amount of [[light]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Main|Unnatural darkness#Analysis}}&lt;br /&gt;
&lt;br /&gt;
Destroying the noctoliths is not essential to surviving the unnatural darkness event. Waiting the 6-8 days for the event to end is sufficient if the base is well-lit, can survive noctol raids, and has a decent food stockpile. Alternatviely, a [[sun lamp]] setup can enable crop growth during the unnatural darkness.&lt;br /&gt;
&lt;br /&gt;
Still, each noctolith rewards a shard when destroyed, and destroying all three ends the event early, so it is worth it if the extra danger can be handled. Sending out teams of builders to create a path of torches is sufficient to reach a noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]]{{RoyaltyIcon}} power to quickly create a path, or putting pawns in [[transport pod]]s or [[passenger shuttle]]s{{OdysseyIcon}} to launch them to the safety of the small amount of light given off by the noctolith itself. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the noctolith from a distance. Noctol raids will almost certainly occur during the travel, but a crew of well-armed pawns can easily shoot down single noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. &lt;br /&gt;
&lt;br /&gt;
A [[ghoul]] can walk through a small stretch of darkness, regenerate any damage, and melee a noctolith in relative safety. Alternately, a melee pawn with fast movement speed, the [[skip]] [[psycast]],{{RoyaltyIcon}} or a [[jump pack|means]] [[locust armor|of]] [[longjump legs|jumping]] can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a [[breach axe]] for the extra building damage. Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of [[noctol]]s. [[Friendly mechanoids]]{{BiotechIcon}} are immune to darkness damage entirely, although they are leashed to their [[mechanitor]] which won't be.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The noctolith name is likely a combination of the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night, and &amp;quot;lith&amp;quot; meaning stone.&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>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toy_box&amp;diff=183835</id>
		<title>Toy box</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toy_box&amp;diff=183835"/>
		<updated>2026-09-01T23:00:39Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Summary */ explained the mechanics more clearly and in more detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=General, missing analysis and mechanics etc}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Toy box&lt;br /&gt;
| image = Toy Box.png&lt;br /&gt;
| description = A toy box containing many small toys. Toy boxes can be used to play with babies, satisfying their need for play.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = True&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable =&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 50&lt;br /&gt;
| BabyPlayGainFactor = #1.25&lt;br /&gt;
| recreation power = 1.25&lt;br /&gt;
| recreation type = &lt;br /&gt;
| sell price multiplier = &lt;br /&gt;
| beauty = &lt;br /&gt;
| comfort = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 1200&lt;br /&gt;
| stuff tags = Woody, Stony, Metallic&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 80 &lt;br /&gt;
| paintable = true&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| room role = Playroom&lt;br /&gt;
}}&lt;br /&gt;
The '''toy box''' is a [[furniture]] item added by the [[Biotech DLC]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The toy box allows an adult to play with a [[baby]] using toys, as one of the play activities that get chosen at random. Compared to other activities, the toy box increases the baby's rate of [[Baby#Play|Play]] gain by 25%, as well as the adult's rate of Social [[Recreation]] gain by 25%.&lt;br /&gt;
&lt;br /&gt;
Toy play is only available when a valid toy box can be found. First, the game searches for a valid toy box in the baby's room. If no toy box in the room can be reached by the adult, the game searches for the closest reachable toy box within 15.9 tiles of the adult and the baby. If no suitable toy box can be found, another play activity is chosen instead.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Toy box can be rotated.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Baby_decoration&amp;diff=183832</id>
		<title>Baby decoration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Baby_decoration&amp;diff=183832"/>
		<updated>2026-09-01T19:26:23Z</updated>

		<summary type="html">&lt;p&gt;BAVy: added a short Analysis, most notably, the resulting % from stacking toy box and baby decoration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason= General, missing mechanical detail and analysis}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Baby decoration&lt;br /&gt;
| image = Baby decoration a.png&lt;br /&gt;
| description = A decoration for babies. Baby decorations increase the rate at which babies fill their play need when an adult plays with them. Place these around your child play areas.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = 30&lt;br /&gt;
| cover =&lt;br /&gt;
| minifiable =&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 30&lt;br /&gt;
| sell price multiplier = &lt;br /&gt;
| beauty = &lt;br /&gt;
| comfort = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 800&lt;br /&gt;
| stuff tags = Woody, Stony, Metallic&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| room role = Playroom&lt;br /&gt;
}}&lt;br /&gt;
The '''baby decoration''' is a [[furniture]] item added by the [[Biotech DLC]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Baby decoration radius.png|thumb|left|200px|Baby decoration area of effect radius.]]&lt;br /&gt;
The Baby decoration increases the amount of [[Baby#Play|Play]] need gained when an adult plays with a [[baby]] by 10%. The bonus is multiplicative and does not stack with other baby decorations. A baby decoration only provides this bonus when it is in the same room as the baby and less than 9.9 tiles away.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Baby decorations provide a passive bonus rather than being objects that pawns interact with. Placing them near [[crib]]s or in areas where babies are commonly played with makes it more likely that babies remain within range. The bonus can be combined with a [[toy box]]: a baby decoration and a toy box together provide 137.5% of the normal Play gain. Multiple baby decorations do not stack with each other.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The different sprites of the baby decoration displays typical play things that a toddler would use.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Baby decoration a.png|Variant A&lt;br /&gt;
Baby decoration b.png|Variant B&lt;br /&gt;
Baby decoration c.png|Variant C&lt;br /&gt;
Baby decoration d.png|Variant D&lt;br /&gt;
Baby decoration e.png|Variant E&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/1.4.3525|1.4.3525]] - Fix: Baby decorations can be rotated.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Baby_decoration&amp;diff=183831</id>
		<title>Baby decoration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Baby_decoration&amp;diff=183831"/>
		<updated>2026-09-01T19:01:25Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Summary */ added an image showing the radius. confirmed the multiplicative bonus, the 'same room' requirement and the radius in the code. in-game, other than watching the bar going up 10% faster there's no way to check whether the bonus is being applied&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason= General, missing mechanical detail and analysis}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Baby decoration&lt;br /&gt;
| image = Baby decoration a.png&lt;br /&gt;
| description = A decoration for babies. Baby decorations increase the rate at which babies fill their play need when an adult plays with them. Place these around your child play areas.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = 30&lt;br /&gt;
| cover =&lt;br /&gt;
| minifiable =&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 30&lt;br /&gt;
| sell price multiplier = &lt;br /&gt;
| beauty = &lt;br /&gt;
| comfort = &lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = 800&lt;br /&gt;
| stuff tags = Woody, Stony, Metallic&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| room role = Playroom&lt;br /&gt;
}}&lt;br /&gt;
The '''baby decoration''' is a [[furniture]] item added by the [[Biotech DLC]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Baby decoration radius.png|thumb|left|200px|Baby decoration area of effect radius.]]&lt;br /&gt;
The Baby decoration increases the amount of [[Baby#Play|Play]] need gained when an adult plays with a [[baby]] by 10%. The bonus is multiplicative and does not stack with other baby decorations. A baby decoration only provides this bonus when it is in the same room as the baby and less than 9.9 tiles away.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The different sprites of the baby decoration displays typical play things that a toddler would use.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Baby decoration a.png|Variant A&lt;br /&gt;
Baby decoration b.png|Variant B&lt;br /&gt;
Baby decoration c.png|Variant C&lt;br /&gt;
Baby decoration d.png|Variant D&lt;br /&gt;
Baby decoration e.png|Variant E&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/1.4.3525|1.4.3525]] - Fix: Baby decorations can be rotated.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Baby_decoration_radius.png&amp;diff=183830</id>
		<title>File:Baby decoration radius.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Baby_decoration_radius.png&amp;diff=183830"/>
		<updated>2026-09-01T18:37:35Z</updated>

		<summary type="html">&lt;p&gt;BAVy: Baby decoration AoE radius&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Baby decoration AoE radius&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bedroll&amp;diff=183829</id>
		<title>Bedroll</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bedroll&amp;diff=183829"/>
		<updated>2026-09-01T16:08:46Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Analysis */ mentioned the benefits of using double bedrolls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Double bedroll}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Bedroll&lt;br /&gt;
| image = Bedroll.png&lt;br /&gt;
| description = A simple bed that lays on the floor, usually made of cloth or leather, often lined with fur. It is lightweight and can be rolled up for easy transport, but it is not quite as comfortable as a typical bed. Caravans can use bedrolls while traveling for better sleep.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| passability = standable&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 2&lt;br /&gt;
| mass base = 2.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 75&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| rest effectiveness = 0.95&lt;br /&gt;
| immunity gain speed factor = 1.05&lt;br /&gt;
| surgery success chance factor = 1&lt;br /&gt;
| comfort = 0.68&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| facility = dresser, end table, sleep accelerator&lt;br /&gt;
| work to make = 600&lt;br /&gt;
| stuff tags = Fabric, Leathery&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| has quality = True&lt;br /&gt;
| room role = Bed-associated rooms&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''bedroll''' is a [[furniture]] item which pawns can sleep in. Bedrolls are portable and can be used by pawns in [[caravan]]s. Bedrolls provide better [[comfort]] and [[Rest Effectiveness|rest effectiveness]] than a [[sleeping spot]], but are inferior to [[bed]]s of the same quality. For recovery from [[injury]] and [[Surgery Success Chance Factor]], bedrolls are equivalent to beds of the same quality.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Similar to [[Bed]]s, Bedrolls are constructed in place, not fabricated separately and then placed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{For|a description of mechanics shared by all sleep furniture|Sleep furniture#Mechanics{{!}}Sleep furniture mechanics}}&lt;br /&gt;
&amp;lt;!--Ensure parity with Double bedroll &lt;br /&gt;
--&amp;gt;{{PAGENAME}}s are a form of [[sleep furniture]]. One pawn can sleep on one at a time. &lt;br /&gt;
&lt;br /&gt;
Bedrolls, both single and double, function similar to beds in most respects. However, unlike other beds, bedrolls can be carried and used in [[caravan]]s. When resting, caravan members will automatically use bedrolls in caravan inventory, improving their [[comfort]] regeneration, [[rest]] efficiency, and [[Injury#Healing|healing]] rates. [[Quality]] affects these as normal, even when on caravan. Note however that even if pawns fill their rest bar before dawn, the caravan will not be able to move until first light.&lt;br /&gt;
&lt;br /&gt;
To add bedrolls to a caravan, they cannot be &amp;quot;installed&amp;quot;, which is their default upon creation. You must select a bedroll and choose the Uninstall option available for all types of [[Furniture]]. It will go into regular [[Stockpile zone|storage]] and be available in the config tab when you are forming the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
[[Rest Effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep. Rest effectiveness under 100% increases rest time needed.&lt;br /&gt;
&lt;br /&gt;
Rest effectiveness for bedrolls varies by [[quality]].&lt;br /&gt;
{{Rest Effectiveness Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sleeping in a bed with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
An adjacent [[end table]] and a nearby [[dresser]] will each increase the base comfort by a further +0.05. This increase is applied before the quality multiplier.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Surgery Success Chance Factor ===&lt;br /&gt;
The [[Surgery Success Chance Factor]] is exactly what it sounds like: a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type with most beds and bedrolls having a base value of 100%, the [[sleeping spot]] a lower value of 70%, and the [[hospital bed]] a higher value of 110%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.&lt;br /&gt;
&lt;br /&gt;
{{Surgery Success Chance Factor Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
A pawn resting in a {{lc:{{PAGENAME}}}} of any quality will have their [[Immunity Gain Speed]] multiplied by {{Good|x{{P|Immunity Gain Speed Factor}}}} and heal an additional {{+|8}} HP from [[injury|injuries]] per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The materials chosen to construct the bedroll do not make a &amp;quot;better&amp;quot; bedroll; all [[textiles]] are equal regarding any &amp;quot;insulation&amp;quot; values vs. extreme cold or heat.  Bedrolls simply provide sleeping bonuses, same as beds. Material choice only affects the market value and hit points of the object, neither of which are typically relevant.&lt;br /&gt;
&lt;br /&gt;
Bedrolls are worse than [[bed]]s of the same [[quality]] for rest and comfort, and better than [[sleeping spot]]s. They are slightly better than beds made of [[stone]], as well as beds one quality level lower. At the start of the game, textiles are usually harder to obtain than [[wood]]; most [[biome]]s have plentiful amounts of wood available. Therefore, regular beds should be created when at all possible. &lt;br /&gt;
&lt;br /&gt;
[[New Tribe]]s need to research [[Research#Complex furniture|Complex Furniture]] before constructing beds, so will have to rely on bedrolls to increase comfort and avoid the {{Thought|desc=I had to sleep on the ground like an animal.|label=slept on ground|value=-4|stack=1|duration=1}}. Complex Furniture should be one of the first projects to research, though a tribe may want to research [[Research#Stonecutting|Stonecutting]] or [[Research#Complex clothing|Complex Clothing]] first, depending on situation and textile availability.&lt;br /&gt;
&lt;br /&gt;
Bedrolls and [[double bedroll]]s retain a niche as the only beds that are usable inside a [[caravan]]. Therefore, any bedroll made prior to adopting beds can be repurposed for caravanning. Pawns will sleep on bedrolls on the world map, which prevents the aforementioned slept on the ground debuff and the {{Thought|desc=I've been kind of uncomfortable recently. We need to get something soft to sit on around here.|label=Uncomfortable|value=-3|stack=1}} debuff when traveling. It will not reduce the time the caravan spends &amp;quot;resting&amp;quot; on the world map. The benefits of bringing bedrolls must be balanced against the additional weight and loading time. A double bedroll can be used by two pawns at once and weighs 4.5 kg, compared to 5 kg for two &amp;quot;single&amp;quot; bedrolls, making it a slightly more efficient option when caravanning with multiple pawns.&lt;br /&gt;
&lt;br /&gt;
Bedrolls also have a Path Cost of {{P|Path Cost}} vs. {{Q|Bed|Path Cost}} for beds, which might be a consideration in a crowded [[Barracks]] or [[Prison]].&lt;br /&gt;
&lt;br /&gt;
=== Space ===&lt;br /&gt;
Another niche is optimizing mood bonuses from small bedrooms. Unlike [[bed]]s, bedrolls have ''standable'' [[Property:Passability|passability]], which means they do not reduce room's [[Rooms#Space|space stat]]. As for small rooms, space has by far the biggest impact on [[impressiveness]], player is given the option to sacrifice some [[rest effectiveness]] and [[comfort]] in favor of a higher mood bonus and/or smaller bedroom size.&lt;br /&gt;
&lt;br /&gt;
At masterwork quality, a bedroll reaches 1.0 comfort with just an [[end table]]. As comfort is effectively capped at 1, a masterwork bedroll would have more space than the masterwork bed, and &amp;quot;only&amp;quot; sacrifices rest effectiveness. A room with a bedroll and a [[dresser]] will have the same space as a room with a regular bed, which should defy the purpose for most scenarios.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
Prior to version 1.0 they had no quality, a rest effectiveness of 0.93 and a comfort of 0.6&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Sleep furniture]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Double_bedroll&amp;diff=183828</id>
		<title>Double bedroll</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Double_bedroll&amp;diff=183828"/>
		<updated>2026-09-01T15:01:44Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Analysis */ confirmed in-game and in the code that in a caravan a double bedroll functions as two single bedrolls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Bedroll}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Double bedroll&lt;br /&gt;
| image = Double bedroll.png&lt;br /&gt;
| description = A simple double-wide bed that lays on the floor, usually made of cloth or leather, often lined with fur. It is lightweight and can be rolled up for easy transport, but it is not quite as comfortable as a typical bed. Caravans can use bedrolls while traveling for better sleep.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| hp = 100&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| passability = standable&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| mass base = 4.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| rest effectiveness = 0.95&lt;br /&gt;
| immunity gain speed factor = 1.05&lt;br /&gt;
| surgery success chance factor = 1&lt;br /&gt;
| comfort = 0.68&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| facility = dresser, end table, sleep accelerator&lt;br /&gt;
| work to make = 1100&lt;br /&gt;
| stuff tags = Fabric, Leathery&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 85&lt;br /&gt;
| has quality = True&lt;br /&gt;
| room role = Bed-associated rooms&lt;br /&gt;
}}&lt;br /&gt;
The '''double bedroll''' is a [[furniture]] item which pawns can sleep in. In essence, it is double-wide version of the [[bedroll]], intended for couples.&lt;br /&gt;
&lt;br /&gt;
It is slightly lighter and slightly more costly than two regular bedrolls. Due to the mood debuff from sleeping together, it isn't recommended for use except for married colonists or lovers. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{For|a description of mechanics shared by all sleep furniture|Sleep furniture#Mechanics{{!}}Sleep furniture mechanics}}&lt;br /&gt;
&amp;lt;!--Ensure parity with Bedroll &lt;br /&gt;
--&amp;gt;{{PAGENAME}}s are a form of [[sleep furniture]]. Up to two pawns can sleep on one at a time. &lt;br /&gt;
&lt;br /&gt;
Bedrolls, both single and double, function similar to beds in most respects. However, unlike other beds, bedrolls can be carried and used in [[caravan]]s. When resting, caravan members will automatically use bedrolls in caravan inventory, improving their [[comfort]] regeneration, [[rest]] efficiency, and [[Injury#Healing|healing]] rates. [[Quality]] affects these as normal, even when on caravan. Note however that even if pawns fill their rest bar before dawn, the caravan will not be able to move until first light.&lt;br /&gt;
&lt;br /&gt;
To add bedrolls to a caravan, they cannot be &amp;quot;installed&amp;quot;, which is their default upon creation. You must select a bedroll and choose the Uninstall option available for all types of [[Furniture]]. It will go into regular [[Stockpile zone|storage]] and be available in the config tab when you are forming the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
[[Rest Effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep. &lt;br /&gt;
Rest effectiveness for bedrolls varies by [[quality]].&lt;br /&gt;
{{Rest Effectiveness Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sleeping in a bed with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
An adjacent [[end table]] and a nearby [[dresser]] will each increase the base comfort by a further +0.05. This increase is applied before the quality multiplier.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Surgery Success Chance Factor ===&lt;br /&gt;
The [[Surgery Success Chance Factor]] is exactly what it sounds like - a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type with most beds and bedrolls having a base value of 100%, the [[sleeping spot]] a lower value of 70%, and the [[hospital bed]] a higher value of 110%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.&lt;br /&gt;
&lt;br /&gt;
{{Surgery Success Chance Factor Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
A pawn resting in a {{lc:{{PAGENAME}}}} of any quality will have their [[Immunity Gain Speed]] multiplied by {{Good|x{{P|Immunity Gain Speed Factor}}}} and heal an additional {{+|8}} HP from [[injury|injuries]] per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{For|a more complete discussion of &amp;quot;beds&amp;quot;|Bedroll#Analysis}}&lt;br /&gt;
Double bedrolls are just [[bedroll]]s that two can share; all relevant stats and in-game effects are otherwise identical. Colonists get a {{--|5}} moodlet for sharing a bedroll with someone they have 0 opinion of (changing by +/- 1 for every 20 opinion). Conversely, pawns in a relationship will do Lovin' in a double bedroll, and will become upset when they aren't sleeping in the same room. &lt;br /&gt;
&lt;br /&gt;
Double bedrolls take ~0.92 times as much work to make as two &amp;quot;single&amp;quot; bedrolls, and require 5 more material. On a caravan, a double bedroll can be used by two pawns at once. A double bedroll weighs 4.5 kg, compared to 5 kg for two &amp;quot;single&amp;quot; bedrolls, making double bedrolls useful for reducing carried weight on a caravan. Considering the above, double bedrolls are primarily useful for pawns in a relationship when [[Complex furniture]] has not been researched, or for caravan travel.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Sleep furniture]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=183811</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=183811"/>
		<updated>2026-09-01T08:46:51Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Needs */ I just tested it in-game, so I'm removing the check tag.&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 = strict carnivorous&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 [[monolith]] level 1 or higher or if ambient horror is enabled. 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 go berserk, betraying the colony and never becoming friendly again. Once their Food need reaches 0, a hidden Meat Hunger hediff begins increasing in severity by 0.9 per day. It becomes visible at 0.1 severity, displaying the initial stage after 2.67 hours without food, followed by the moderate stage at 0.5 severity after 13.33 hours, and the extreme stage at 0.8 severity after 21.33 hours. At the initial stage, the ghoul cannot betray. At the moderate stage, it has {{MTB}} of 8 hours to betray, while the extreme stage has a {{MTB}} of 2 hours. The hediff reaches maximum severity of 1.0 after 26.67 hours without food. After the ghoul eats, the severity decreases by 1.0 per hour. A ghoul can therefore still betray shortly after eating as long as its hunger remains above moderate or extreme severity.&lt;br /&gt;
&lt;br /&gt;
Beyond food, ghouls have no other needs, [[mood]], or relationships. Any 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, when a pawn becomes a ghoul or spawns as a ghoul, any pawn who is either their blood relative, or has a social opinion of 20 or higher towards them will gain {{Thought|value=-6|label=&amp;lt;Name&amp;gt; became a ghoul|desc=That vacant look... Are they even in there anymore?|stack=5|duration=20}}.&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 friendly ghoul adds between 20% and 40% of their combat power in raid points (combat power 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;
Ghouls may be targeted by the [[twisted obelisk]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&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;
* [[Version/1.6.4566|1.6.4566]] - Fix: Ghouls couldn't right-click-use serums.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Ghouls can no longer go on caravans alone.&lt;br /&gt;
** Fix: Ghouls now exit shuttles drafted like other colonists.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=183786</id>
		<title>Doctoring</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=183786"/>
		<updated>2026-08-31T23:40:51Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Surgical inspection */ removed the check tag. The only condition that causes a false-negative is the surgeon having a Hediff_MetalhorrorImplant. There are no relationship/condition checks and no other code that causes a false-negative&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason = Cleanup, fact check, [[Template:Verified|verification]]}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Doctoring''' is a type of work assigned to colonists from the [[Work|Work menu]]. The [[Medical]] skill is the primary determinant for success. Colonists [[incapable]] of Caring will never perform doctor work.&lt;br /&gt;
&lt;br /&gt;
Doctor work assigns pawns to the following jobs: tending to patients, tending to self (if enabled), feeding patients, performing surgical operations, rescuing downed pawns or downed tamed animals, tending to and operating on animals, feeding ill animals, and cheering up patients. &lt;br /&gt;
&lt;br /&gt;
How well a colonist performs in Doctoring mainly depends on their medical [[skill]], the quality of [[medicine]] used, and the cleanliness of the [[room]] in which they are operating. The doctor's physical condition plays an important role, too.&lt;br /&gt;
&lt;br /&gt;
Doctors can heal other colonists, guests, prisoners or animals and will prioritize life-threatening wounds and illnesses before tending minor conditions.&lt;br /&gt;
&lt;br /&gt;
Doctors can &amp;quot;self-tend&amp;quot; at 70% effectiveness to treat their own wounds or illnesses. Disabled by default, the self-tend option can be enabled in a pawn's Health-overview.&lt;br /&gt;
&lt;br /&gt;
== Skill ==&lt;br /&gt;
The Medicine skill is the center skill of doctoring in RimWorld. It directly multiplies the [[Medical Tend Quality|tend quality]] as well as [[Medical Surgery Success Chance|surgery success chance]] and [[Medical Tend Speed|tend speed]] before other factors are taken in. All values in this table take post-processing into account where necessary.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20&lt;br /&gt;
|-&lt;br /&gt;
! Base Tend Quality&lt;br /&gt;
| 20% || 30% || 40% || 50% || 60% || 70% || 80% || 90% || 100% || 105% || 110% || 115% || 120% || 125% || 130% || 135% || 140% || 145% || 150% || 152.5% || 155%&lt;br /&gt;
|-&lt;br /&gt;
! Medical Tend Speed&lt;br /&gt;
| 40% || 46% || 52% || 58% || 64% || 70% || 76% || 82% || 88% || 94% || 100% || 106% || 112% || 118% || 124% || 130% || 136% || 142% || 148% || 154% || 160%&lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success Chance&lt;br /&gt;
| 10% || 20% || 30% || 40% || 50% || 60% || 70% || 75% || 80% || 85% || 90% || 92% || 94% || 96% || 98% || 100% || 102% || 104% || 106% || 108% || 110%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following table documents a few of many possible combinations of how factors play into a colonist's performance at doctoring (needs updating for A17):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! Colonist&lt;br /&gt;
! Medicine Skill&lt;br /&gt;
! Base Tend Quality&lt;br /&gt;
! Manipulation &amp;lt;ref&amp;gt;90% importance in tend quality, effective up to 140%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Sight &amp;lt;ref&amp;gt;70% importance in tend quality, effective up to 140%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Final Tend Quality &amp;lt;ref&amp;gt;To 2 decimal places&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! A &amp;lt;ref&amp;gt;Healthy, practitioner in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 6 || 80% || 100% || 100% || '''80%'''&lt;br /&gt;
|-&lt;br /&gt;
! B &amp;lt;ref&amp;gt;Bad back, frail, and cataracts, visionary in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 18 || 200% || 60% || 30% || '''62.72%'''&lt;br /&gt;
|-&lt;br /&gt;
! C &amp;lt;ref&amp;gt;Fully bionic trauma savant, basic familiarity with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3 || 50% || 190% || 140% || '''89.6%'''&lt;br /&gt;
|-&lt;br /&gt;
! D &amp;lt;ref&amp;gt;Missing an arm, strong expert with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 11 || 130% || 50% || 100% || '''71.5%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medicine Experience Gain Table|{{STDT| c_10 text-center}} }}&lt;br /&gt;
&lt;br /&gt;
== Medicines ==&lt;br /&gt;
Medicine is used to improve the results of doctoring, therefore improving recovery from injuries and disease, and also allowing operations to be performed. Another perk to using medicine is that medicine is typically able to heal multiple low severity injuries (up to max of 20 damage worth of severity), which is something that 'dry-bandaging' can't do.&lt;br /&gt;
&lt;br /&gt;
There are currently three types of medicine in RimWorld: the organic [[herbal medicine]], the standard [[medicine]], and the rare [[glitterworld medicine]] - in order from least potent to most potent.&lt;br /&gt;
&lt;br /&gt;
It is possible to change the default healthcare given to pawns. Defaults to glitterworld medicine for colonists, herbal meds for everybody else, and no medicine for [[entities]].{{AnomalyIcon}}. To do this go under assign or animals and click on the medicine icon next to a pawn, holding click and dragging allows multiple pawns to have their medicine changed. The default medicine assigned can be changed by going under a pawn's health tab and clicking &amp;quot;Allow medicine&amp;quot; and then &amp;quot;change defaults&amp;quot;&lt;br /&gt;
=== Treatment options ===&lt;br /&gt;
Five treatment options are available; none at all, doctor care, herbal medicine or worse, regular medicine or worse, or best quality medical care. &lt;br /&gt;
&lt;br /&gt;
For prisoners and guests the default is herbal medicine; colonists default to best care available.&lt;br /&gt;
&lt;br /&gt;
In the early game, however, it is ideal to set the medical policy so that all pawns on the map only get basic doctor treatment. This allows precious medicine to be stockpiled for emergencies and operations, rather than wasted on minor injuries.&lt;br /&gt;
&lt;br /&gt;
=== No medical care ===&lt;br /&gt;
This option prevents pawns from receiving any sort of medical care. Leaving them to die or rarely recover on their own.&lt;br /&gt;
&lt;br /&gt;
As doctor care does not require any medicine, this option is not recommended unless your intent is to let the pawn die. If the colony has [[Slaughtering animals (precept)|Slaughtering animals]]{{IdeologyIcon}} precept, this can be useful to prevent doctors from tending to pen animals that inevitably overpopulate and start starving to death, saving their time for other matters. Pawns with that precept are not affected by tamed animals dying to natural causes.&lt;br /&gt;
&lt;br /&gt;
=== Doctor care, but no medicine ===&lt;br /&gt;
[[File:Doctor care but no medicine.png|left]]&lt;br /&gt;
Doctors will attempt to perform a treatment without any sort of medicine, this is far slower than without medicine and treats only 1 wound at a time,  due to the lower potency chances of infection occurring or immunity being outpaced by severity on diseases are higher. '''Note''' that it is not possible to do most operations without medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
This is also ideal to use on bruises or long-term ailments that can't cause death in-order to save resources, such as [[asthma]], and [[Sensory mechanites|Sensory]]/[[Fibrous mechanites|Fibrous Mechanites]] &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Attributes&lt;br /&gt;
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
! Values&lt;br /&gt;
| 30% || 70% || N/A || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Tend quality'''&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
! Base Avg. Quality&lt;br /&gt;
| 6% || 15% || 24% || 31.5% || 36% || 40.5% || 45% || 46.5%&lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success&lt;br /&gt;
| - || - || - || - || - || - || - || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Herbal medicine ===&lt;br /&gt;
[[{{Q|Herbal medicine|Image}}|left|link=Herbal medicine]]&lt;br /&gt;
[[Herbal medicine]] is an organic medicine which can be grown from [[healroot]]s, or acquired from tribal factions. It is a cheap medicine that can be used for bleeding injuries, diseases that don't need more than 70% tend quality, and operations with a high success rate or where the patient's life doesn't matter such as organ-harvesting.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Attributes&lt;br /&gt;
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
! Values&lt;br /&gt;
| {{%|{{Q|Herbal medicine|Medical Potency Base}} }} || {{%|{{Q|Herbal medicine|Medical Quality Max}} }} || 10 || 0.35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Tend quality'''&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
! Base Avg. Quality&lt;br /&gt;
| 12% || 30% || 48% || 63% || 72% || 81% || 90% || 93% &lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success&lt;br /&gt;
| 12% || 30% || 48% || 55.2% || 57% || 57.9% || 58.8% || 59.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medicine ===&lt;br /&gt;
[[{{Q|Medicine|Image}}|left|link=Medicine]]&lt;br /&gt;
Standard [[medicine]] is the benchmark of medical treatment solutions, and is also producible at a [[drug lab]] by combining herbal medicine, [[neutroamine]], and [[cloth]]. It can additionally be purchased from outlanders and orbital traders, and is occasionally dropped by pirate raiders and mercenaries. &lt;br /&gt;
&lt;br /&gt;
Medicine is best used for bridging the immunity gap of illnesses or for installing body parts, though the risk of failure is still present. Odds can be improved by boosting manipulation through drugs like [[go-juice]] and [[wake-up]] or implants.&lt;br /&gt;
&lt;br /&gt;
It's not the best idea to excise [[carcinoma]]s using ordinary medicine due to its 0.7x success factor and 25% death chance on failure. Saving it until your surgeon has at least a surgery success chance of 128.5% (achievable with a pair of bionic arms) is better as it translates to a roughly 90% success chance.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Attributes&lt;br /&gt;
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
! Values&lt;br /&gt;
| {{%|{{Q|Medicine|Medical Potency Base}} }} || {{%|{{Q|Medicine|Medical Quality Max}} }} || 18 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Tend quality'''&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
! Base Avg. Quality&lt;br /&gt;
| 20% || 50% || 80% || 100% || 100% || 100% || 100% || 100% &lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success&lt;br /&gt;
| 20% || 50% || 80% || 92% || 95% || 96.5% || 98% || 99% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Glitterworld medicine ===&lt;br /&gt;
[[{{Q|Glitterworld medicine|Image}}|left|link=Glitterworld medicine]]&lt;br /&gt;
&lt;br /&gt;
[[Glitterworld medicine]] is the most powerful medicine out of the three types available, and can only be found through trading with exotic good traders and faction bases or as a quest reward. Despite the high price, Glitterworld Medicine carries a value which no other medicine can carry: enhanced medical potency. Naturally, due to the cost, Glitterworld Medicine isn't worth the price for treating trivial diseases or injuries - but it makes surgery ''significantly'' easier, and allows even mediocre doctors to guarantee success in operations.&lt;br /&gt;
&lt;br /&gt;
It is mostly useful for lowering the luck factor in treatment for diseases that would be otherwise lethal or low success rate operations such as excising cancerous growths, or installing bionics. Other medicine will be satisfactory for injuries or diseases with a low immunity to severity gap.&lt;br /&gt;
&lt;br /&gt;
With DLCs, Glitterworld medicines gains more uses. Treating [[paralytic abasia]]{{RoyaltyIcon}} and [[blood rot]]{{RoyaltyIcon}} which both cost 10 units, and the [[Biosculpter pod]]'s {{IdeologyIcon}} [[bioregeneration cycle]] costs 2 and heals missing small limbs and scars.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Attributes&lt;br /&gt;
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
! Values&lt;br /&gt;
| {{%|{{Q|Glitterworld medicine|Medical Potency Base}} }} || {{%|{{Q|Glitterworld medicine|Medical Quality Max}} }} || 50 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Tend quality'''&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
! Base Avg. Quality&lt;br /&gt;
| 32% || 80% || 100% || 100% || 100% || 100% || 100% || 100% &lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success&lt;br /&gt;
| 32% || 80% || 100% || 100% || 100% || 100% || 100% || 100% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
{{Stub|section=1|reason= Tend time? how amny wounds are tended, and what controls that, what does tending do to thw injuries? etc? Has stats but little.in the way of actual mechanics}}&lt;br /&gt;
Basic medical work involving tending to wounds and illnesses. Treating wounds stop them from bleeding and reduce the chance of infections, while tending to illnesses slows them down allowing your colonists' immune systems to catch up and pull ahead.&lt;br /&gt;
&lt;br /&gt;
Each individual treatment can have any quality from 0 - 130%, depending on the medicine used. Higher quality makes infections less likely and slows down illnesses more.&lt;br /&gt;
&lt;br /&gt;
After each treatment there will be text feedback showing the wound/illness tended and the quality of the treatment. Only 1 injury will generate feedback at a time even if multiple are treated at once.&lt;br /&gt;
&lt;br /&gt;
=== Tend quality ===&lt;br /&gt;
{{Stub|section=1|reason=Does not explain what Tend Quality actually does}}&lt;br /&gt;
First, Base Tend Quality is calculated. Then, other factors apply if relevant. Tend Quality is adjusted up to 25% up or down randomly. Finally, the Tend quality is limited to a range between 0% and the Max Tend Quality of the medicine used. &lt;br /&gt;
&lt;br /&gt;
'''1. Base Tend Quality'''&lt;br /&gt;
:&amp;lt;code&amp;gt;'''Base Tend Quality''' = [[Medical Tend Quality]] × [[Medical Potency]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''1.a. Offsets from hospital bed and vitals monitor'''&lt;br /&gt;
::If applicable, Medical Tend Quality Offset from the bed is added to the Base Tend Quality value. This offset only exists on Hospital Beds and Vitals Monitors attached to hospital beds. No other beds have Medical Tend Quality Offset.&lt;br /&gt;
&lt;br /&gt;
::Laying Down is not a factor. Draft tends on injured colonists standing up will have the same Medical Tend Qualities as tends while laying in a standard bed.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;code&amp;gt;'''Medical Tend Quality with Offset''' = Base Tend Quality + 0.1 Hospital Bed (if applicable) + 0.07 Vitals Monitor (if applicable)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''1.b. Self tend factor'''&lt;br /&gt;
::If Self Tending, Tend Quality with Offset is adjusted by 70%.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;code&amp;gt;'''Medical Tend Quality with Self Tend''' = Medical Tend Quality with Offset * 0.7 Self Tend Factor (if applicable)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''2. Randomization'''&lt;br /&gt;
:Medical Tend Quality is then randomized. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;'''Randomized Tend Quality''' = Medical Tend Quality with Self Tend * Random Value between 0.75 and 1.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3. Maximum tend quality'''&lt;br /&gt;
:The Final Tend Quality is then limited to a range of 0 to Maximum Tend Quality from Medicine used.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;'''Final Tend Quality''' = Clamped 0% to Maximum Tend Quality from Medicine&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The maximum tend quality of each medicine is as follows:&lt;br /&gt;
:* '''70%''' for {{Icon Small|herbal medicine}} [[herbal medicine]] or no medicine&lt;br /&gt;
:* '''100%''' for {{Icon Small|medicine}} [[medicine]]&lt;br /&gt;
:* '''130%''' for {{Icon Small|glitterworld medicine}} [[glitterworld medicine]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* [[Light]] is ''not'' a factor of Medical Tend Quality. It is, however, a factor of [[Global Work Speed]] and thus of Medical Tend Speed and a factor of [[Surgery Success Chance]].&lt;br /&gt;
* [[Cleanliness]] is ''not'' a factor of Medical Tend Quality. It is, however, a factor of [[Infection|Infection Chance]].&lt;br /&gt;
* Being indoors or outdoors is ''not'' a factor of Medical Tend Quality. It is, however, a factor of cleanliness and thus Infection Chance.&lt;br /&gt;
&lt;br /&gt;
==== Total tend quality ====&lt;br /&gt;
Some medical issues are cured when the sum of all tends performed reach a certain value. This is described as &amp;quot;total tend quality&amp;quot;. The current total and the required total to cure will be displayed in the mouse-over menu on the issue in question on the pawn's health menu. The value will not be displayed for issues not cured by total tend quality, so its presence is a clear indicator of how to cure the issue. &lt;br /&gt;
&lt;br /&gt;
The following diseases use this mechanic: &lt;br /&gt;
* [[Gut worms]]&lt;br /&gt;
* [[Muscle parasites]]&lt;br /&gt;
&lt;br /&gt;
=== Draft Tending ===&lt;br /&gt;
Drafted colonists can be forced to tend wounds of injured pawns using right click. The injured pawn does not need to be laying down in order to be draft tended. One can even Draft Tend an injured pawn on a non-aggressive mental break or a downed enemy in the field. The tend quality of Draft Tended injuries uses the same formula as undrafted treatment. The &amp;quot;Tend (without medicine)&amp;quot; option is useful for emergency treatment. The option &amp;quot;Tend ___&amp;quot; that does not say (without medicine) will use the medicine in the doctor's inventory regardless of the targets medical settings. After using the medicine in inventory, the doctor will grab the nearest medicine of any quality.&lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
{{Stub|section=1|reason=More complete operations table - rough outline of one available [[User:Harakoni/Sandbox#Operations|here]]}}&lt;br /&gt;
[[File:Installing bionic arm.png|right|300px]]&lt;br /&gt;
An '''operation''' is a [[bill]] to be performed on a [[colonist]] by a doctor. This may involve the removal or addition of [[body parts]], administration of [[drugs]] or excising [[Carcinoma|carcinomas]]. Many operations require a minimum [[Medical|Medical skill]] (e.g. excising a [[carcinoma]] requires level 10). Some operations require a minimum [[medicine]] level ([[Herbal medicine]] is the minimum required medicine for most operations).&lt;br /&gt;
&lt;br /&gt;
=== Operation Success Rate ===&lt;br /&gt;
When an operation is performed, a degree of chance is calculated to assess the probability that the outcome of the operation will be successful.&lt;br /&gt;
&lt;br /&gt;
This is determined as a product of:&lt;br /&gt;
* The [[Medical Surgery Success Chance|Surgery Success Chance]] stat of the surgeon performing the operation&lt;br /&gt;
* The [[Medical Potency]] stat of the [[Medicine]] used for performing the operation&lt;br /&gt;
* The [[Surgery Success Chance Factor]] stat of a [[bed]] or other [[sleep furniture]] upon which the operation is performed&lt;br /&gt;
* The Success Rate Multiplier for the specific operation&lt;br /&gt;
* [[Inspired surgery|Inspired Surgery]] Factor&lt;br /&gt;
&lt;br /&gt;
This may be expressed as:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;'''Operation Success Rate''' = [[Medical Surgery Success Chance|Surgery Success Chance &amp;lt;sub&amp;gt;Surgeon&amp;lt;/sub&amp;gt;]] × [[Surgery Success Chance Factor|Surgery Success Chance &amp;lt;sub&amp;gt;Bed&amp;lt;/sub&amp;gt;]] × [[Medical Potency]] × Operation Success Rate Multiplier × [[Inspired surgery|Inspired Surgery]] Factor&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that additionally:&lt;br /&gt;
* The resulting '''Operation Success Rate''' is capped at {{%|0.98}}.&lt;br /&gt;
* If the '''Operation Success Rate Multiplier''' is ''Can't fail'', the '''Operation Success Rate''' will always be 100%, regardless of any other stats.&lt;br /&gt;
&lt;br /&gt;
=== Calculating success ===&lt;br /&gt;
'''Surgeon's [[Medical Surgery Success Chance]] stat'''&lt;br /&gt;
* Determined by Medical skill. (see [[#Skill]] section)&lt;br /&gt;
* [[Manipulation]] acts as a direct multiplier. For example, 115% Manipulation = x1.15 success.&lt;br /&gt;
* [[Sight]] acts as a direct multiplier at 100% and below. For example, 90% Sight = x0.9 success but 110% Sight = x1 success.&lt;br /&gt;
&lt;br /&gt;
'''Bed's [[Surgery Success Chance Factor]] stat'''&lt;br /&gt;
* Determined by type of bed and its quality. [[Bed]]s and [[bedroll]]s have a modifier of 1.0. [[Hospital bed]]s have a modifier of 1.15. [[Quality]] is a multiplier. Material does not matter.&lt;br /&gt;
* Then multiplied by the room's [[cleanliness]] stat. It is 1 for 0 cleanliness and 1.018 for a clean room with [[Sterile tile|sterile]] flooring. The minimum is 0.6, reached at -5 cleanliness and also applied outdoors.&lt;br /&gt;
* Then multiplied by [[light]] factor. If the head of the bed has lighting below 50%, there is a penalty. It reaches 0.75 in complete darkness.&lt;br /&gt;
* If surgery is done outdoors, there is an 0.85 penalty multiplier (on top of the aforementioned 0.6 cleanliness multiplier).&lt;br /&gt;
&lt;br /&gt;
'''[[Medical Potency]]'''&lt;br /&gt;
* Determined by the type of medicine. The [[medicine]] item (industrial medicine) has a modifier of 1.0. (see [[Medical Potency]])&lt;br /&gt;
&lt;br /&gt;
'''Operation Success Rate Multiplier'''&lt;br /&gt;
* Modifier dependent on the type of operation.&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
! Operation !! Operation Success Rate Multiplier (%)&lt;br /&gt;
|-&lt;br /&gt;
! Administer ''&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Drugs|drug]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;''&lt;br /&gt;
| ''Can't fail''&lt;br /&gt;
|-&lt;br /&gt;
! [[Anesthetic|Anesthetize]]&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
! Cure [[scaria]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Euthanize by cut&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
! Excise [[carcinoma]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Harvest ''&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Body Parts|body part]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;''&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
! Install ''&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Body Parts|body part]] or [[:Category:Implant|implant]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;''&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Remove ''&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Body Parts|body part]] or [[:Category:Implant|implant]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;''&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
! [[Sterilized|Sterilize]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Anti-[[abasia]] mechanite infusion {{RoyaltyIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Cure [[blood rot]] {{RoyaltyIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! [[Hemogen_pack#Blood_transfusion|Blood transfusion]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Extract [[hemogen pack]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Extract [[ovum]] for IVF {{BiotechIcon}}&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
! Implant [[embryo]] {{BiotechIcon}}&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
! Implant [[Reproduction#IUD|IUD]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Implant [[xenogerm]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Perform [[Reproduction#Tubal_ligation|tubal ligation]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Perform [[Reproduction#Vasectomy|vasectomy]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Remove [[Reproduction#IUD|IUD]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Reverse [[Reproduction#Vasectomy|vasectomy]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Terminate [[pregnancy]] {{BiotechIcon}}&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
! [[Bliss lobotomy]] {{AnomalyIcon}}&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
! [[Ghoul]] infusion {{AnomalyIcon}}&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
! [[Surgical inspection]] {{AnomalyIcon}}&lt;br /&gt;
|150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note that the '''Success Rate Multiplier''' for each operation is shown in-game on the '''Information''' page for an added bill in the [[Colonist]]'s '''Health''' → '''Operations''' tab.''&lt;br /&gt;
&lt;br /&gt;
'''Inspired Surgery Factor'''&lt;br /&gt;
* 1 by default.&lt;br /&gt;
* 2 if the surgeon has [[inspired surgery]] inspiration.&lt;br /&gt;
&lt;br /&gt;
=== Surgical inspection ===&lt;br /&gt;
{{Anomaly|section =1}}&lt;br /&gt;
{{Spoiler|section=1}}&lt;br /&gt;
With the [[Anomaly]] DLC surgical inspections can be used to diagnose hediffs before they are made visible. This operation deals [[Damage#cut|cut damage]] to a random body part '''including the brain''' and checks for any hediffs on the pawn.&lt;br /&gt;
&lt;br /&gt;
Note that a doctor may lie about the results of the inspection if it is in their own self-interest. This only happens when the doctor has been implanted with a [[metalhorror]] and would otherwise discover a metalhorror in another pawn - the doctor will instead say they found nothing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hediff !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Resurrection psychosis]] &lt;br /&gt;
| {PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.&lt;br /&gt;
|-&lt;br /&gt;
| [[Toxic buildup]] &lt;br /&gt;
| {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins.&lt;br /&gt;
|-&lt;br /&gt;
| [[Hediffs/Core/Local/Infections/Rot_stink_exposure|Rot stink exposure]] &lt;br /&gt;
| {PAWN_nameDef} is beginning to suffer from exposure to rot stink gas. Keep {PAWN_objective} away from rotting corpses and other sources of rot stink.&lt;br /&gt;
|-&lt;br /&gt;
|[[Organ decay]]{{AnomalyIcon}} &lt;br /&gt;
| {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crumbling mind]]{{AnomalyIcon}} &lt;br /&gt;
| {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hediffs/Anomaly/Global/Misc/Duplicate_sickness|Duplicate sickness]]{{AnomalyIcon}} &lt;br /&gt;
| {PAWN_nameDef} is suffering from duplicate sickness. 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.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hediffs/Anomaly/Global/Misc/Agony_pulse|Psychic agony]]{{AnomalyIcon}} &lt;br /&gt;
| {SURGEON_nameDef} detected a faint but painful psychic presence emanating from {PAWN_nameDef} but failed to understand what was causing it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Metalhorror]]s{{AnomalyIcon}} lack a description and instead emerge if they were detected beforehand through interrogation or enough samples were collected to reveal it through a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
{{Stub|section=1|reason=How are they selected?}}&lt;br /&gt;
If an operation fails then the colonist will take damage, and materials (including prosthetics) will be wasted. For lesser failures, damage is concentrated near the site of the operation, while for the ridiculous failures they can be found anywhere in the body.&lt;br /&gt;
&lt;br /&gt;
There are 3 kinds of surgical failure in-game.&lt;br /&gt;
*Minor: Deals a little damage, and will not destroy any body parts.&lt;br /&gt;
*Catastrophic: Deals great damage, and usually destroys body parts outright.&lt;br /&gt;
*Ridiculous: Deals great damage scattered across the entire body.&lt;br /&gt;
&lt;br /&gt;
In addition, each operation has a death on failure chance; when it fails it is possible that the [[colonist]] instantly dies.&lt;br /&gt;
&lt;br /&gt;
=== Available targets ===&lt;br /&gt;
Surgeons can perform operations on colonists, prisoners or guests. Performing harmful operations on guests or prisoners will anger the faction.&lt;br /&gt;
&lt;br /&gt;
Tamed animals can be operated on as well, though there are limited options. [[Downed]] wild animals with the exception of [[Insectoids]] can also be operated on once dragged to an animal sleeping spot. [[Entities]] {{AnomalyIcon}} except for [[Ghoul]]s {{AnomalyIcon}} cannot be operated on at all.&lt;br /&gt;
&lt;br /&gt;
=== Tips on Improving Success ===&lt;br /&gt;
The difference between a level 10 surgeon (93% base surgery success chance) and a level 20 surgeon (99%) is only a 6.5% gain in surgical success rate. The difference between Herbal Medicine (60% potency) and Glitterworld Medicine (160% potency) is a 167% increase in surgical success rate.&lt;br /&gt;
&lt;br /&gt;
Due to the 98% success cap, using glitterworld medicine for surgeries is mostly only worthwhile in lower-quality surgical environments (less cleanliness, lower quality hospital beds, unskilled doctors). Beyond that point, industrial medicine is sufficient for the purposes of surgery.&lt;br /&gt;
&lt;br /&gt;
== Infection ==&lt;br /&gt;
When a bed is set to be medical, selecting it shows the infection chance modifier of the room. The overall chance of infection is affected by tend quality, and then multiplied by the aforementioned number. Any bed, no matter what it is, has a 100% modifier on infection when outdoors, and only an incredibly dirty room can get close to this number. However, even at an 80% modifier, wounds tended by an unskilled doctor using herbal meds is likely to be around 10-20% infection chance '''per wound'''. As each infection will share the same immunity progress, this is not as bad as it may sound - if the pawn has immunity to an infection, they are effectively immune to all infections until the last one fades away.&lt;br /&gt;
&lt;br /&gt;
It is much better to make the hospital as clean as possible. Start by covering or removing all natural floors (dirt, sand etc. but excluding stone) and ensure that the hospital is cleaned before tending to pawns. Keep all pawns, especially animals out to keep the room as clean as possible. Infection chance multiplier will likely become around the 40-50% mark or even lower. Next, unlock sterile tiles. A room with 0.6 cleanliness can have multipliers near 30%. To see the cleanliness of rooms, toggle on the room stats view on the bottom right corner and then mouse over the hospital (or any other room for that matter). Dirt, animal filth among other things drastically reduces cleanliness, and it also reduces beauty. This makes it possible to locate and prioritize cleaning through the beauty view. Remember to clean before the treatment when possible.&lt;br /&gt;
&lt;br /&gt;
One of the most difficult things about keeping a hospital clean is bleeding. Bleeding colonists will leave blood on the floor, and blood reduces cleanliness. Someone hemorrhaging to death may create 4 or 5 blood splatters on the floor in a very short time, and if this is happening to multiple colonists after a disastrous raid, your doctor alone may not be enough to keep the room clean. Bring in another colonist or two to clean up after other patients awaiting treatment. What is important is the cleanliness at the time of treatment.&lt;br /&gt;
&lt;br /&gt;
Other things like the presence of hospital beds and better medicine/doctors can reduce infection chance to next to nothing, and make it a non-issue when it does occasionally arise.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
You will often need to make the most out of the doctors you have, to ensure maximum doctoring efficiency and colonist survival rate/ well-being.&lt;br /&gt;
&lt;br /&gt;
=== Triage ===&lt;br /&gt;
You should have doctors prioritize treating patients according to their illness/infection/injury severity.&lt;br /&gt;
&lt;br /&gt;
# Bleeding colonists should receive priority care as they may bleed to death or receive nasty infections. Always prioritize colonists closer to death.&lt;br /&gt;
#* Colonists about to die (&amp;lt;1 hours until death) are generally not worth saving unless you have extremely good bionic-enhanced doctors that can reach and patch them up in time.&lt;br /&gt;
#** Strip them to recover their clothes so they won't become tainted. How you will deal with the dead colonist is up to you.&lt;br /&gt;
#** If a [[Biosculpter pod]]{{IdeologyIcon}} is available, put them into a [[medic cycle]]. This is also useful for infections that have about a 10% immunity to severity gap.&lt;br /&gt;
#** If you have a colonist with the [[Coagulate]]{{BiotechIcon}} ability, such as a [[Sanguophage]],{{BiotechIcon}} it can even save colonists who are mere seconds away from death. &lt;br /&gt;
#* Colonists that are very close (1-4 hours till death) to dying should have the best doctors care over them. Draft-tending on the spot may be preferable to rescue.&lt;br /&gt;
#* Colonists with around 5-8 hours before death can be treated by regular doctors, or by good doctors without medicine.&lt;br /&gt;
#* Colonists with 12 hours or more till death can wait.&lt;br /&gt;
# Colonists sick with deadly diseases should also receive priority care, especially those with wound [[infection]]s or the [[plague]].&lt;br /&gt;
# Non-bleeding colonists aren't in a great risk of both infections or blood loss; they should be put on the bottom of your priority list.&lt;br /&gt;
&lt;br /&gt;
If left undirected, doctors will automatically tend in order:&lt;br /&gt;
&lt;br /&gt;
# The nearest patients that will die from blood loss in 18 hours&lt;br /&gt;
# The nearest human patients&lt;br /&gt;
# Himself/herself if self-tend is enabled&lt;br /&gt;
# (Feed patients in bed)&lt;br /&gt;
# (Surgeries)&lt;br /&gt;
# (Rescue downed colonists and pets by taking them to bed)&lt;br /&gt;
# The nearest non-human patients&lt;br /&gt;
&lt;br /&gt;
Note that this automatic priority does not take into account the overall severity and lethality of all the illnesses, infections, and injuries afflicting patients, other than the death from blood loss in 18 hours limit. Nor does it prioritize colonists over prisoners or visitors. If imminent death is a concern, it's not a good idea to rely on this default behavior.&lt;br /&gt;
&lt;br /&gt;
=== Medicine allocation ===&lt;br /&gt;
Doctors will always tend to use the best medicine possible by default. To counteract this, set colonists' healthcare to Normal medicine or worse. Switch to Glitterworld medicine only if the colonist is down with a fast-working illness and you don't have a decent doctor on board, or they are about to receive a difficult operation.&lt;br /&gt;
&lt;br /&gt;
You can also manually forbid medicine so they will be forced to use lower-tier medicine, saving your better medicine for later.&lt;br /&gt;
&lt;br /&gt;
You should try to split your medicine apart into many stacks. If a doctor is about to treat a patient and someone else is getting medicine from a stack, your doctor will use medicine from another stack, or if there's none, he will try to dry-bandage the injured colonist. To combat this, you can draft doctors to go towards the medicine stacks, and manually un-draft and assign them to treat colonists when a doctor is finished taking the medicine.&lt;br /&gt;
&lt;br /&gt;
=== Positioning ===&lt;br /&gt;
Medicine should always be put near the hospital. Don't put them right inside the hospital as it reduces beauty unless you're willing to build a shelf to put them in. &lt;br /&gt;
If you're anticipating the need for a treatment, have a doctor stand near your stocks of medicine. You can immediately get the doctor to heal them without having to have him go to the medicine storage and back, saving time. If using primarily herbal meds then it is best to cool the room. It will rarely be necessary to freeze them, but it could make the difference&lt;br /&gt;
&lt;br /&gt;
=== Hospital design ===&lt;br /&gt;
[[File:8 hospital beds compact.png|150px|thumb|right|Compact placement of 8 hospital beds around a [[vitals monitor]].]]&lt;br /&gt;
{{Stub|section=1|reason=This section is good base but theres room for further develpment}}&lt;br /&gt;
* Assuming you're constructing new beds, or comparing beds of the same quality, prioritize [[hospital bed]]s over other bed types, and beds over [[bedroll]]s. Avoid using [[sleeping spot]]s unless necessary. However, also see the note on quality below.&lt;br /&gt;
* Compare the stats of the beds placed in the hospital - while Immunity Gain Speed Factor depends solely on the type of bed, Surgery Success Chance Factor is dependent on [[quality]]. A surgery is more likely to succeed on a Good [[Bed]] than an Awful Hospital Bed, but the opposite is true for surviving or recovering from [[diseases]]. &lt;br /&gt;
* A well-equipped hospital will have one or more [[vitals monitor]]s, which give a bonus to several doctoring-related values, including fighting [[infection]]s and general healing.&lt;br /&gt;
* [[Sterile tile]]s improve cleanliness and thus outcomes. [[Steel tile]]s offer a lesser but still significant buff, and are significantly more accessible due to lower cost and work requirements, as well as being unlocked by a research project that is far more generally useful. &lt;br /&gt;
* Ensure that that every bed has 50% [[light]] around it. Consider lighting the entire room to allow you to safely place additional sleeping spots in case of overflow.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.&lt;br /&gt;
* Alpha 17 - It is now possible to change the default healthcare given to pawns. Defaults to best meds for colonists and herbal meds for everybody else.&lt;br /&gt;
* Beta 18 - all surgeries now have a minimum 2% chance of failure, no matter how good everything is.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Display current and required total tend qualities in the tooltip for hediffs with HediffComp_TendDuration comp.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Total tend quality info is now only displayed if the hediff disappears after a certain level of tend quality (since it's fairly useless otherwise).&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=183730</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=183730"/>
		<updated>2026-08-27T10:17:33Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Needs */ added exact numbers to the hunger betrayal mechanics&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 = strict carnivorous&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 [[monolith]] level 1 or higher or if ambient horror is enabled. 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 go berserk, betraying the colony and never becoming friendly again. Once their Food need reaches 0, a hidden Meat Hunger hediff begins increasing in severity by 0.9 per day. It becomes visible at 0.1 severity, displaying the initial stage after 2.67 hours without food, followed by the moderate stage at 0.5 severity after 13.33 hours, and the extreme stage at 0.8 severity after 21.33 hours. At the initial stage, the ghoul cannot betray. At the moderate stage, it has {{MTB}} of 8 hours to betray, while the extreme stage has a {{MTB}} of 2 hours. The hediff reaches maximum severity of 1.0 after 26.67 hours without food. After the ghoul eats, the severity decreases by 1.0 per hour. A ghoul can therefore still betray shortly after eating as long as its hunger remains above moderate or extreme severity.{{Check Tag|Confirm by testng in-game}}&lt;br /&gt;
&lt;br /&gt;
Beyond food, ghouls have no other needs, [[mood]], or relationships. Any 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, when a pawn becomes a ghoul or spawns as a ghoul, any pawn who is either their blood relative, or has a social opinion of 20 or higher towards them will gain {{Thought|value=-6|label=&amp;lt;Name&amp;gt; became a ghoul|desc=That vacant look... Are they even in there anymore?|stack=5|duration=20}}.&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 friendly ghoul adds between 20% and 40% of their combat power in raid points (combat power 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;
Ghouls may be targeted by the [[twisted obelisk]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&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;
* [[Version/1.6.4566|1.6.4566]] - Fix: Ghouls couldn't right-click-use serums.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Ghouls can no longer go on caravans alone.&lt;br /&gt;
** Fix: Ghouls now exit shuttles drafted like other colonists.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=183729</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=183729"/>
		<updated>2026-08-27T09:24:10Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Needs */ clarified who gains a negative thought when someone becomes a ghoul&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 = strict carnivorous&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 [[monolith]] level 1 or higher or if ambient horror is enabled. 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;
Beyond food, ghouls have no other needs, [[mood]], or relationships. Any 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, when a pawn becomes a ghoul or spawns as a ghoul, any pawn who is either their blood relative or has a social opinion of 20 or higher towards them will gain {{Thought|value=-6|label=&amp;lt;Name&amp;gt; became a ghoul|desc=That vacant look... Are they even in there anymore?|stack=5|duration=20}}.&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 friendly ghoul adds between 20% and 40% of their combat power in raid points (combat power 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;
Ghouls may be targeted by the [[twisted obelisk]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&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;
* [[Version/1.6.4566|1.6.4566]] - Fix: Ghouls couldn't right-click-use serums.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Ghouls can no longer go on caravans alone.&lt;br /&gt;
** Fix: Ghouls now exit shuttles drafted like other colonists.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=183167</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=183167"/>
		<updated>2026-08-18T06:36:02Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Detailed Information to be cleaned up */ added mention of silent outbreak&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{{Check Tag|Clarification needed|As in will always eat the tainted meal first when consuming meals from a given stack? Will always take that meal when various stacks available? etc.}} consuming tainted meals.&lt;br /&gt;
** [[Pemmican]], [[baby food]],{{BiotechIcon}} and [[kibble]] cannot be infected. [[Nutrient paste meal]]s have no cook, and are therefore similarly safe. &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. Importantly, that means that if the infection spreads fast enough, the emergence can happen without warning, before gray flesh gets a chance to appear.&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 a 50% chance of {{Icon Small|shard||1}} [[shard]].&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;
* Humans that spend a long amount of time downed are highly likely to be infected by an infected warden or doctor. Permanently downed prisoners, those recovering from low quality [[skip abduction]]s, and humans with [[paralytic abasia]] are most susceptible. Prisoners can be interrogated and their infections uncovered - even by infected wardens.&lt;br /&gt;
* Once an infection has been confirmed, anyone sharing a bed or sleeping spot with the infected human should also be considered 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. At 4 advanced per study, Metalhorrors have the highest potential research gain, but it's likely more beneficial to capture multiple entities that are less dangerous for research points.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts === &lt;br /&gt;
{{Animal Health Table|Metalhorror}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== 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. Fix: Metalhorror fifth timer not respecting VTR, causing [[gray flesh]] to take much longer to spawn.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flesh_sack&amp;diff=182877</id>
		<title>Flesh sack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flesh_sack&amp;diff=182877"/>
		<updated>2026-08-10T10:25:47Z</updated>

		<summary type="html">&lt;p&gt;BAVy: fixed wrong HP, added missing infobox info, added detail to Occurrence, fixed typos and rephrased things throughout the article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub| reason = Verify loot in-game, especially the reports of one always containing a shard. non-maintenance category, do enemies react to its destruction (note specifically which regardless of if answer is yes or not)}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Flesh sack&lt;br /&gt;
| image = Flesh sack a.png&lt;br /&gt;
| description = A swollen lump of flesh with something inside. These stationary fleshbeasts act as digestive organs, supplying the surrounding fleshmass with nutrients. However, they're unable to break down non-organic matter, meaning that valuable items can occasionally be found within.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Structure&lt;br /&gt;
| type2 = Fleshmass&lt;br /&gt;
| hp = 150&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| beauty = -12&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.75&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| claimable = false&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| graphicClass = Graphic_Random&lt;br /&gt;
| texpath = Things/Building/Fleshmass/Fleshsack&lt;br /&gt;
| drawSize = 2&lt;br /&gt;
| drawerType = MapMeshAndRealTime&lt;br /&gt;
| altitudeLayer = Building&lt;br /&gt;
}}&lt;br /&gt;
'''Flesh sacks''' are organ structures dispersed among [[Fleshmass]] infested areas that drop valuable loot when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Flesh sacks are only generated within the [[Pit gate]]'s [[undercave]] and the [[Distress signal|Distress Signal quest]] map. In both cases, the number spawned depends on the number of [[Raid points|threat points]], resulting in 1-4 flesh sacks for the distress signal quest and 3-9 for the undercave. On distress signal maps, flesh sacks always spawn in proper rooms, with a clump of fleshmass generated in their proximity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;wrap&amp;quot; style=&amp;quot;width:460px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;left_col&amp;quot; style=&amp;quot;float:left; width:240px; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Distress Signal Quest&lt;br /&gt;
! Threat points !! Flesh sacks&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 1500 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2000 || 4&lt;br /&gt;
|}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;right_col&amp;quot; style=&amp;quot;float:right; width:220px; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Undercave&lt;br /&gt;
! Threat points !! Flesh sacks&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 5000 || 9&lt;br /&gt;
|}&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Flesh sacks contain items which are dropped when the sack is destroyed. One of the flesh sacks generated by the [[Distress signal]] quest will always contain one [[shard]].&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
A regular flesh sack will yield one of the following items:&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
** Corpses&lt;br /&gt;
** {{Icon Small|Pirate}} [[Pirate]]&lt;br /&gt;
** {{Icon Small|Villager}} [[Villager]]&lt;br /&gt;
** {{Icon Small|Pirate boss}} [[Pirate boss]]&lt;br /&gt;
** {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
** {{Icon Small|Harbinger seed}} [[Harbinger seed]]&lt;br /&gt;
** Resources&lt;br /&gt;
** {{Icon Small|Gold}} [[Gold]]&lt;br /&gt;
** {{Icon Small|Plasteel}} [[Plasteel]]&lt;br /&gt;
** {{Icon Small|Hyperweave}} [[Hyperweave]]&lt;br /&gt;
** Prosthetics&lt;br /&gt;
** {{Icon Small|Bionic}} [[Bionic eye]]&lt;br /&gt;
** {{Icon Small|Bionic}} [[Bionic arm]]&lt;br /&gt;
** {{Icon Small|Bionic}} [[Bionic leg]]&lt;br /&gt;
** {{Icon Small|Bionic}} [[Bionic spine]]&lt;br /&gt;
** {{Icon Small|Bionic}} [[Bionic heart]]&lt;br /&gt;
** {{Icon Small|Bionic}} [[Bionic stomach]]&lt;br /&gt;
** {{Icon Small|Archotech}} [[Archotech arm]]&lt;br /&gt;
** {{Icon Small|Archotech}} [[Archotech eye]]&lt;br /&gt;
** {{Icon Small|Archotech}} [[Archotech leg]]&lt;br /&gt;
** Armor&lt;br /&gt;
** {{Icon Small|Recon helmet}} [[Recon helmet]]&lt;br /&gt;
** {{Icon Small|Shield belt}} [[Shield belt]]&lt;br /&gt;
** {{Icon Small|Marine helmet}} [[Marine helmet]]&lt;br /&gt;
** {{Icon Small|Flak jacket}} [[Flak jacket]]&lt;br /&gt;
** {{Icon Small|Plate armor}} [[Plate armor]]&lt;br /&gt;
** {{Icon Small|Nerve spiker}} [[Nerve spiker]]&lt;br /&gt;
** {{Icon Small|Turret pack}} [[Turret pack]]&lt;br /&gt;
** Rare&lt;br /&gt;
** {{Icon Small|Antigrain warhead}} [[Antigrain warhead]]&lt;br /&gt;
*** {{Icon Small|Shard animal pulser}} [[Shard animal pulser]]&lt;br /&gt;
*** {{Icon Small|Psychic soothe pulser}} [[Psychic soothe pulser]]&lt;br /&gt;
*** {{Icon Small|Biomutation pulser}} [[Biomutation pulser]]&lt;br /&gt;
** {{Icon Small|Doomsday rocket launcher}} [[Doomsday rocket launcher]]&lt;br /&gt;
** {{Icon Small|Triple rocket launcher}} [[Triple rocket launcher]]&lt;br /&gt;
*** {{Icon Small|Shard insanity lance}} [[Shard insanity lance]]&lt;br /&gt;
*** {{Icon Small|Shard shock lance}} [[Shard shock lance]]&lt;br /&gt;
*** {{Icon Small|Biomutation lance}} [[Biomutation lance]]&lt;br /&gt;
** {{Icon Small|Void sculpture}} [[Void sculpture]]&lt;br /&gt;
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
** {{Icon Small|Disruptor flare pack}} [[Disruptor flare pack]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_18 text-center}}&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Corpses --&amp;gt;&lt;br /&gt;
! [[File:Pirate1557.png|16px]] [[Raider#Pirates|Pirate corpse]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((1/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Villager1557.png|16px]] [[Raider#Outlanders|Villager corpse]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((1/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Elite1557.png|16px]] [[Pirates#Pirate boss|Pirate boss corpse]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((1/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Tome --&amp;gt;&lt;br /&gt;
! {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((1/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Harbinger seed}} [[Harbinger seed]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((1/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Shard --&amp;gt;&lt;br /&gt;
! {{Icon Small|Shard}} [[Shard]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.5/12.8)*100)round2}}%&lt;br /&gt;
|- &lt;br /&gt;
&amp;lt;!-- Resources --&amp;gt;&lt;br /&gt;
! {{Icon Small|Gold}} [[Gold]]&lt;br /&gt;
| 15 - 30&lt;br /&gt;
| ~ {{#expr: ((0.5/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Plasteel}} [[Plasteel]]&lt;br /&gt;
| 15 - 30&lt;br /&gt;
| ~ {{#expr: ((0.5/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Hyperweave}} [[Hyperweave]]&lt;br /&gt;
| 15 - 30&lt;br /&gt;
| ~ {{#expr: ((0.5/12.8)*100)round2}}%&lt;br /&gt;
|- &lt;br /&gt;
&amp;lt;!-- Bionics --&amp;gt;&lt;br /&gt;
! {{Icon Small|Bionic eye}} [[Bionic eye]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Bionic arm}} [[Bionic arm]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Bionic leg}} [[Bionic leg]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Bionic spine}} [[Bionic spine]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Bionic heart}} [[Bionic heart]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Bionic stomach}} [[Bionic stomach]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Archotech arm}} [[Archotech arm]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Archotech eye}} [[Archotech eye]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Archotech leg}} [[Archotech leg]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Armor --&amp;gt;&lt;br /&gt;
! {{Icon Small|Recon helmet}} [[Recon helmet]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Shield belt}} [[Shield belt]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Marine helmet}} [[Marine helmet]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Flak jacket}} [[Flak jacket]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Plate armor}} [[Plate armor]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Nerve spiker}} [[Nerve spiker]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Turret pack}} [[Turret pack]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.25/12.8)*100)round2}}%&lt;br /&gt;
|- &lt;br /&gt;
&amp;lt;!-- Artifacts --&amp;gt;&lt;br /&gt;
! {{Icon Small|Antigrain warhead}} [[Antigrain warhead]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.15/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Shard animal pulser}} [[Shard animal pulser]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.15/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Psychic soothe pulser}} [[Psychic soothe pulser]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.15/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Biomutation pulser}} [[Biomutation pulser]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.15/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Doomsday rocket launcher}} [[Doomsday rocket launcher]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.15/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Triple rocket launcher}} [[Triple rocket launcher]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.15/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Shard Psychic Insanity Lance --&amp;gt;&lt;br /&gt;
! {{Icon Small|Shard insanity lance}} [[Shard insanity lance]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.15/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Shard Psychic Shock Lance --&amp;gt;&lt;br /&gt;
! {{Icon Small|Shard shock lance}} [[Shard shock lance]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.15/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Biomutation Lance --&amp;gt;&lt;br /&gt;
! {{Icon Small|Biomutation lance}} [[Biomutation lance]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.15/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Void sculpture}} [[Void sculpture]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.15/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Psychic Emanator --&amp;gt;&lt;br /&gt;
! {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.15/12.8)*100)round2}}%&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Anti Psychic Pack --&amp;gt;&lt;br /&gt;
! {{Icon Small|Disruptor flare pack}} [[Disruptor flare pack]]&lt;br /&gt;
| 1&lt;br /&gt;
| ~ {{#expr: ((0.15/12.8)*100)round2}}%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Items with quality, such as apparel, tome, or nerve spiker, range from awful to excellent.&lt;br /&gt;
&lt;br /&gt;
Corpses spawn with the same gear as raiders of the same type. Inventory-wise, these particular corpses tend to carry:&lt;br /&gt;
* Meals: All three types of corpses carry 2-3 meals, with a 50% chance of being [[simple meal]]s, and 25% chance each of being [[fine meal]]s or [[packaged survival meal]]s. &lt;br /&gt;
* Drugs: Corpses of addicts carry 2-5 of one drug they're addicted to. Pirate boss corpses have a 80% chance of carrying 1-2 combat drugs, i.e. [[go-juice]] or [[yayo]].&lt;br /&gt;
* Medicine: Pirate gunner corpses have a 10% chance of carrying 1 [[medicine]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The [[Provoke pit gate]] ritual consumes {{Icon Small|bioferrite||75}} [[bioferrite]] and can be used to continuously generate undercaves which come with {{Icon Small|flesh sack||3-9}} flesh sacks. This means that, with a sufficient supply of bioferrite, pit gates can be farmed for archotech legs, arms and eyes in a late-game colony,making this a far more efficient method than trading for them. Always accepting distress signals can also help with this. Loot is generated when the pit gate is entered for the first time, so it can be be very easily save scummed if you have the patience to repeatedly clear the undercave.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Flesh sack a.png|Flesh sack variant a&lt;br /&gt;
File:Flesh sack b.png|Flesh sack variant b&lt;br /&gt;
File:Flesh sack c.png|Flesh sack variant c&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Structure]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hive&amp;diff=182657</id>
		<title>Hive</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hive&amp;diff=182657"/>
		<updated>2026-08-07T10:40:50Z</updated>

		<summary type="html">&lt;p&gt;BAVy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup and Format Standardisation. Also generates heat. How much etc.}}&lt;br /&gt;
{{Stub|reason=Previous Version of page said hive will initially generate with up to 200 combat power of insectoids and can have up to 500 points of insectoids at one time alive at one time. Updated number for initial spawn and sustained number needed}}{{infobox main|building|&lt;br /&gt;
| name = Hive&lt;br /&gt;
| image = Hive.png&lt;br /&gt;
| description =  A hive of giant insects. If activated, it will spawn additional insects and hives over time, as well as valuable insect jelly.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| hp = 130&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| heatpersecond = 6&lt;br /&gt;
| maxheattemperature = 38&lt;br /&gt;
| destroyyield = {{Icon Small|Insect jelly}} 30&lt;br /&gt;
| thingCategories = BuildingsSpecial&lt;br /&gt;
}}&lt;br /&gt;
A '''hive''' can spawn in regions with caves or when opening an [[ancient shrine]] or at [[Events#Infestation|Infestation events]]. Each hive spawns with insects like [[megascarab]]s, [[megaspider]]s  and [[spelopede]]s. Megaspiders or spelopedes tend the hives, and without them, the hives will begin to show lack of maintenance, and eventually deteriorate into a bunch of insect jelly. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Insects will attack creatures trespassing the hive's boundaries, except for wild animals. They will also mine random tiles which sometimes lead to [[Collapsed rocks]] falling from above and killing anything below.&lt;br /&gt;
&lt;br /&gt;
If there are less than 30 hives in a colony, non-dormant hives will reproduce another hive in a random roofed tile within 10 tiles of themselves. The time between hive reproduction depends on difficulty. The number of hives generated this way will never exceed 30, but it is possible to have more than 30 hives if they spawn directly from an infestation event. Hives never reproduce to a cell outside of the original enclosed space (room with no open door), and will never reproduce in the 8 cells adjacent to any other hive.&lt;br /&gt;
&lt;br /&gt;
Hives can increase the temperature of their surroundings up to 38°C. It spawns 20 [[insect jelly]] every {{Ticks|26000}} to {{Ticks|30000}}, for an average of 42.86 per day, so long as there are is less than 40 jelly in adjacent tiles. It also spawns 1 [[Glow pod]] every 12 to 24 game hours if there are none around. &lt;br /&gt;
&lt;br /&gt;
Hives will self-heal over time 1 HP per {{ticks|6000}}, or a total of 10 HP per day.&lt;br /&gt;
&lt;br /&gt;
Dormant hives may be present in maps which have [[World_generation#Caves|caves]]. Those hives will not spread, although they will produce jelly and glow pods as usual. They will also spawn with insects around them, but they will not spawn more over time.&lt;br /&gt;
&lt;br /&gt;
If they are not maintained for 1 day, they will be healthy for a further 1 day before taking 10 points of damage every {{ticks|250}}, enough to be completely destroyed in 1.3 hours. When destroyed they drop 30 insect jelly.&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
{{#vardefine:daily_yield|{{#expr:20*60/((26+30)/2)}}}}&lt;br /&gt;
Each hive spawn an average of {{Icon Small|Insect jelly||{{#expr:{{#var:daily_yield}} round 2}}}} [[insect jelly]]/day, for a whopping {{Icon Small|Silver||{{#expr:{{#var:daily_yield}}*{{Q|Insect jelly|Market Value Base}}*60 round 0}}}}/year. In fact, 6 well-maintained hives will give enough insect jelly to completely buy out all items on all trade caravans and trade ships that come to your colony, even on the highest difficulty level. The limiting factor is usually not how many hives you can maintain, but how much wealth you can hoard without attracting dangerous raids from other sources.&lt;br /&gt;
&lt;br /&gt;
Spawned insects will give [[insect meat]] when butchered. If the &amp;quot;[[Ideoligion#Insect meat|Insect Meat: Loved]]&amp;quot;{{IdeologyIcon}} precept is used, colonies can be fed exclusively on insect meat and be ecstatic about it. Insect meat can also be converted into [[chemfuel]] from a [[biofuel refinery]], or sold as [[meal]]s with no penalty.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Farming&amp;quot; skills ===&lt;br /&gt;
Melee skill is required for insect farming, as the farmer will need to regularly fight insects to extract the jelly and meat, or take their damage when trying to tame them. A pawn with high melee skill, the best armor available, and favorable traits such as [[tough]], [[nimble]], or [[robust]] gene{{BiotechIcon}} (or all of them) is needed. Consider getting such a pawn as your starting colonist if you decide to build a mountain base. Animal skill is also needed if you want to tame insects.&lt;br /&gt;
&lt;br /&gt;
Aside from taking damage, the farmer also need to have good wound healing, as they will have to fight insects and take damage everyday. Assign them the best bed, or even a [[hospital bed]], give them [[fast wound healing]] gene,{{BiotechIcon}} the [[healing enhancer]],{{RoyaltyIcon}} or use a [[ghoul]]{{AnomalyIcon}} farmer. But you may not want to tend their wounds with medicine, as the constant injuries may quickly drain your medicine supply.&lt;br /&gt;
&lt;br /&gt;
If you plan to grow [[nutrifungus]],{{IdeologyIcon}} note that infestations tend to occur in your dark fungus fields. In that case, you will need to build the insect farm nearby, so try to find a starting colonist that fits both the role of insect farmer and regular farmer to reduce travel time and the risk of insects attacking your other colonists.&lt;br /&gt;
&lt;br /&gt;
=== Hive room ===&lt;br /&gt;
&amp;lt;gallery widths=364 heights=405&amp;gt;&lt;br /&gt;
Hive molding.png|A hive-room with fences built to restrict possible hive spawning locations to the desired (white) cells&lt;br /&gt;
Hive saturation.png|A hive-saturated room. As long as the door and fence is maintained, and only 1 layer of walls has been mined, no additional hive will spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
When reproducing, insect hives never make a new one outside of the current room. After an infestation, you can limit the surviving hives to a small region by building a room around them. The entrance of the room should have a chokepoint in case the hives spawn multiple insects.&lt;br /&gt;
&lt;br /&gt;
If the hive room is in or near your base, it should have at least 2 layers of wall to prevent insects from randomly mining through. The innermost layer of walls should be built right next to the hives, so that new hives won't spawn even when insects have mined through 1 layer of walls. Wood is actually a good material for the innermost wall, it reduces the time spent building inside the dangerous hive room; it's also cheap enough to replace the continuously mined walls.&lt;br /&gt;
&lt;br /&gt;
Ideally hives should be exactly 2 cells away from each other to avoid insect jelly from one hive affecting the output of other hives. You can block possible spawning cells of the hives by building fences on them.&lt;br /&gt;
&lt;br /&gt;
=== Hive maintenance ===&lt;br /&gt;
The number of hives you should maintain depend on your insect jelly and meat need, and your ability to withstand insect attacks. Too many hives will rapidly raise your colony wealth, leading to dangerous raids. Too few hives will risk them being wiped out by accident. You can limit the number of hives that can spawn by enclosing them in a small room. Since hives can't spawn adjacent to each other, they will eventually run out of space in the room and stop reproducing.&lt;br /&gt;
&lt;br /&gt;
If left without insects for too long, the hives will display &amp;quot;Due for maintenance&amp;quot;; not long after that, they will take damage and quickly be destroyed. For that, it's crucial to let the insects maintain their hive before killing them. If an insect spawn and one of the hives is due for maintenance, you have to wait for that insect to maintain the hive, or risk losing that hive.&lt;br /&gt;
&lt;br /&gt;
When the insects has finished maintaining their hives, you can kill or tame them, and take the insect jelly. If the insects has mined any part of the wall, send a builder in to fill it back. Try to kill the insect as soon as they finish hive maintenance and don't give them time to mine through the wall.&lt;br /&gt;
&lt;br /&gt;
===Taming===&lt;br /&gt;
If you destroy all hives of an infestation, then any insects that are [[downed]] will become &amp;quot;neutral&amp;quot;. They are still hostile, but will not attack unless a colonist gets very close. [[Megaspider]]s are an advanced trainability [[animal]] that can be tamed without a proper manhunter chance. Tamed insects do not breed, therefore you will only have the amount you tamed. This makes them bad for long term use for defense or farming.&lt;br /&gt;
&lt;br /&gt;
=== Spending all the wealth ===&lt;br /&gt;
The accumulated wealth from all the insect jelly can be dangerous for high difficulties. But with 6 hives or more, the wealth generated will overwhelm any trader that naturally come to the colony, so you can't sell all the insect jelly either.&lt;br /&gt;
&lt;br /&gt;
It's recommended that you start making allies as soon as you start growing the hives so that you eventually can request trade caravans to sell the jelly. This ability costs 15 goodwill and has a cooldown of 4 days. The goodwill gained from trading is 1 per 500 silver, meaning 6 hives will produce enough jelly to make up for the lost goodwill through trading.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* ? - Hives no longer take damage at -20°C.{{Check Tag|Fact Check|It is unclear if this was ever the case}}&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Now slowly heals over the course of days&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Insect Jelly from destruction reduced from 100 -&amp;gt; 30. &lt;br /&gt;
[[Category:Special]]&lt;br /&gt;
[[Category:Environment]]&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hive&amp;diff=182656</id>
		<title>Hive</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hive&amp;diff=182656"/>
		<updated>2026-08-07T10:39:32Z</updated>

		<summary type="html">&lt;p&gt;BAVy: made the categorization consistent with the glow pod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup and Format Standardisation. Also generates heat. How much etc.}}&lt;br /&gt;
{{Stub|reason=Previous Version of page said hive will initially generate with up to 200 combat power of insectoids and can have up to 500 points of insectoids at one time alive at one time. Updated number for initial spawn and sustained number needed}}{{infobox main|building|&lt;br /&gt;
| name = Hive&lt;br /&gt;
| image = Hive.png&lt;br /&gt;
| description =  A hive of giant insects. If activated, it will spawn additional insects and hives over time, as well as valuable insect jelly.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| hp = 130&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| heatpersecond = 6&lt;br /&gt;
| maxheattemperature = 38&lt;br /&gt;
| destroyyield = {{Icon Small|Insect jelly}} 30&lt;br /&gt;
| thingCategories = BuildingsSpecial&lt;br /&gt;
}}&lt;br /&gt;
A '''hive''' can spawn in regions with caves or when opening an [[ancient shrine]] or at [[Events#Infestation|Infestation events]]. Each hive spawns with insects like [[megascarab]]s, [[megaspider]]s  and [[spelopede]]s. Megaspiders or spelopedes tend the hives, and without them, the hives will begin to show lack of maintenance, and eventually deteriorate into a bunch of insect jelly. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Insects will attack creatures trespassing the hive's boundaries, except for wild animals. They will also mine random tiles which sometimes lead to [[Collapsed rocks]] falling from above and killing anything below.&lt;br /&gt;
&lt;br /&gt;
If there are less than 30 hives in a colony, non-dormant hives will reproduce another hive in a random roofed tile within 10 tiles of themselves. The time between hive reproduction depends on difficulty. The number of hives generated this way will never exceed 30, but it is possible to have more than 30 hives if they spawn directly from an infestation event. Hives never reproduce to a cell outside of the original enclosed space (room with no open door), and will never reproduce in the 8 cells adjacent to any other hive.&lt;br /&gt;
&lt;br /&gt;
Hives can increase the temperature of their surroundings up to 38°C. It spawns 20 [[insect jelly]] every {{Ticks|26000}} to {{Ticks|30000}}, for an average of 42.86 per day, so long as there are is less than 40 jelly in adjacent tiles. It also spawns 1 [[Glow pod]] every 12 to 24 game hours if there are none around. &lt;br /&gt;
&lt;br /&gt;
Hives will self-heal over time 1 HP per {{ticks|6000}}, or a total of 10 HP per day.&lt;br /&gt;
&lt;br /&gt;
Dormant hives may be present in maps which have [[World_generation#Caves|caves]]. Those hives will not spread, although they will produce jelly and glow pods as usual. They will also spawn with insects around them, but they will not spawn more over time.&lt;br /&gt;
&lt;br /&gt;
If they are not maintained for 1 day, they will be healthy for a further 1 day before taking 10 points of damage every {{ticks|250}}, enough to be completely destroyed in 1.3 hours. When destroyed they drop 30 insect jelly.&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
{{#vardefine:daily_yield|{{#expr:20*60/((26+30)/2)}}}}&lt;br /&gt;
Each hive spawn an average of {{Icon Small|Insect jelly||{{#expr:{{#var:daily_yield}} round 2}}}} [[insect jelly]]/day, for a whopping {{Icon Small|Silver||{{#expr:{{#var:daily_yield}}*{{Q|Insect jelly|Market Value Base}}*60 round 0}}}}/year. In fact, 6 well-maintained hives will give enough insect jelly to completely buy out all items on all trade caravans and trade ships that come to your colony, even on the highest difficulty level. The limiting factor is usually not how many hives you can maintain, but how much wealth you can hoard without attracting dangerous raids from other sources.&lt;br /&gt;
&lt;br /&gt;
Spawned insects will give [[insect meat]] when butchered. If the &amp;quot;[[Ideoligion#Insect meat|Insect Meat: Loved]]&amp;quot;{{IdeologyIcon}} precept is used, colonies can be fed exclusively on insect meat and be ecstatic about it. Insect meat can also be converted into [[chemfuel]] from a [[biofuel refinery]], or sold as [[meal]]s with no penalty.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Farming&amp;quot; skills ===&lt;br /&gt;
Melee skill is required for insect farming, as the farmer will need to regularly fight insects to extract the jelly and meat, or take their damage when trying to tame them. A pawn with high melee skill, the best armor available, and favorable traits such as [[tough]], [[nimble]], or [[robust]] gene{{BiotechIcon}} (or all of them) is needed. Consider getting such a pawn as your starting colonist if you decide to build a mountain base. Animal skill is also needed if you want to tame insects.&lt;br /&gt;
&lt;br /&gt;
Aside from taking damage, the farmer also need to have good wound healing, as they will have to fight insects and take damage everyday. Assign them the best bed, or even a [[hospital bed]], give them [[fast wound healing]] gene,{{BiotechIcon}} the [[healing enhancer]],{{RoyaltyIcon}} or use a [[ghoul]]{{AnomalyIcon}} farmer. But you may not want to tend their wounds with medicine, as the constant injuries may quickly drain your medicine supply.&lt;br /&gt;
&lt;br /&gt;
If you plan to grow [[nutrifungus]],{{IdeologyIcon}} note that infestations tend to occur in your dark fungus fields. In that case, you will need to build the insect farm nearby, so try to find a starting colonist that fits both the role of insect farmer and regular farmer to reduce travel time and the risk of insects attacking your other colonists.&lt;br /&gt;
&lt;br /&gt;
=== Hive room ===&lt;br /&gt;
&amp;lt;gallery widths=364 heights=405&amp;gt;&lt;br /&gt;
Hive molding.png|A hive-room with fences built to restrict possible hive spawning locations to the desired (white) cells&lt;br /&gt;
Hive saturation.png|A hive-saturated room. As long as the door and fence is maintained, and only 1 layer of walls has been mined, no additional hive will spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
When reproducing, insect hives never make a new one outside of the current room. After an infestation, you can limit the surviving hives to a small region by building a room around them. The entrance of the room should have a chokepoint in case the hives spawn multiple insects.&lt;br /&gt;
&lt;br /&gt;
If the hive room is in or near your base, it should have at least 2 layers of wall to prevent insects from randomly mining through. The innermost layer of walls should be built right next to the hives, so that new hives won't spawn even when insects have mined through 1 layer of walls. Wood is actually a good material for the innermost wall, it reduces the time spent building inside the dangerous hive room; it's also cheap enough to replace the continuously mined walls.&lt;br /&gt;
&lt;br /&gt;
Ideally hives should be exactly 2 cells away from each other to avoid insect jelly from one hive affecting the output of other hives. You can block possible spawning cells of the hives by building fences on them.&lt;br /&gt;
&lt;br /&gt;
=== Hive maintenance ===&lt;br /&gt;
The number of hives you should maintain depend on your insect jelly and meat need, and your ability to withstand insect attacks. Too many hives will rapidly raise your colony wealth, leading to dangerous raids. Too few hives will risk them being wiped out by accident. You can limit the number of hives that can spawn by enclosing them in a small room. Since hives can't spawn adjacent to each other, they will eventually run out of space in the room and stop reproducing.&lt;br /&gt;
&lt;br /&gt;
If left without insects for too long, the hives will display &amp;quot;Due for maintenance&amp;quot;; not long after that, they will take damage and quickly be destroyed. For that, it's crucial to let the insects maintain their hive before killing them. If an insect spawn and one of the hives is due for maintenance, you have to wait for that insect to maintain the hive, or risk losing that hive.&lt;br /&gt;
&lt;br /&gt;
When the insects has finished maintaining their hives, you can kill or tame them, and take the insect jelly. If the insects has mined any part of the wall, send a builder in to fill it back. Try to kill the insect as soon as they finish hive maintenance and don't give them time to mine through the wall.&lt;br /&gt;
&lt;br /&gt;
===Taming===&lt;br /&gt;
If you destroy all hives of an infestation, then any insects that are [[downed]] will become &amp;quot;neutral&amp;quot;. They are still hostile, but will not attack unless a colonist gets very close. [[Megaspider]]s are an advanced trainability [[animal]] that can be tamed without a proper manhunter chance. Tamed insects do not breed, therefore you will only have the amount you tamed. This makes them bad for long term use for defense or farming.&lt;br /&gt;
&lt;br /&gt;
=== Spending all the wealth ===&lt;br /&gt;
The accumulated wealth from all the insect jelly can be dangerous for high difficulties. But with 6 hives or more, the wealth generated will overwhelm any trader that naturally come to the colony, so you can't sell all the insect jelly either.&lt;br /&gt;
&lt;br /&gt;
It's recommended that you start making allies as soon as you start growing the hives so that you eventually can request trade caravans to sell the jelly. This ability costs 15 goodwill and has a cooldown of 4 days. The goodwill gained from trading is 1 per 500 silver, meaning 6 hives will produce enough jelly to make up for the lost goodwill through trading.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* ? - Hives no longer take damage at -20°C.{{Check Tag|Fact Check|It is unclear if this was ever the case}}&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Now slowly heals over the course of days&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Insect Jelly from destruction reduced from 100 -&amp;gt; 30. &lt;br /&gt;
[[Category:Special]]&lt;br /&gt;
[[Category:Environment]]&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hive&amp;diff=182655</id>
		<title>Hive</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hive&amp;diff=182655"/>
		<updated>2026-08-07T10:26:34Z</updated>

		<summary type="html">&lt;p&gt;BAVy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup and Format Standardisation. Also generates heat. How much etc.}}&lt;br /&gt;
{{Stub|reason=Previous Version of page said hive will initially generate with up to 200 combat power of insectoids and can have up to 500 points of insectoids at one time alive at one time. Updated number for initial spawn and sustained number needed}}{{infobox main|building|&lt;br /&gt;
| name = Hive&lt;br /&gt;
| image = Hive.png&lt;br /&gt;
| description =  A hive of giant insects. If activated, it will spawn additional insects and hives over time, as well as valuable insect jelly.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| hp = 130&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| heatpersecond = 6&lt;br /&gt;
| maxheattemperature = 38&lt;br /&gt;
| destroyyield = {{Icon Small|Insect jelly}} 30&lt;br /&gt;
| thingCategories = BuildingsSpecial&lt;br /&gt;
}}&lt;br /&gt;
A '''hive''' can spawn in regions with caves or when opening an [[ancient shrine]] or at [[Events#Infestation|Infestation events]]. Each hive spawns with insects like [[megascarab]]s, [[megaspider]]s  and [[spelopede]]s. Megaspiders or spelopedes tend the hives, and without them, the hives will begin to show lack of maintenance, and eventually deteriorate into a bunch of insect jelly. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Insects will attack creatures trespassing the hive's boundaries, except for wild animals. They will also mine random tiles which sometimes lead to [[Collapsed rocks]] falling from above and killing anything below.&lt;br /&gt;
&lt;br /&gt;
If there are less than 30 hives in a colony, non-dormant hives will reproduce another hive in a random roofed tile within 10 tiles of themselves. The time between hive reproduction depends on difficulty. The number of hives generated this way will never exceed 30, but it is possible to have more than 30 hives if they spawn directly from an infestation event. Hives never reproduce to a cell outside of the original enclosed space (room with no open door), and will never reproduce in the 8 cells adjacent to any other hive.&lt;br /&gt;
&lt;br /&gt;
Hives can increase the temperature of their surroundings up to 38°C. It spawns 20 [[insect jelly]] every {{Ticks|26000}} to {{Ticks|30000}}, for an average of 42.86 per day, so long as there are is less than 40 jelly in adjacent tiles. It also spawns 1 [[Glow pod]] every 12 to 24 game hours if there are none around. &lt;br /&gt;
&lt;br /&gt;
Hives will self-heal over time 1 HP per {{ticks|6000}}, or a total of 10 HP per day.&lt;br /&gt;
&lt;br /&gt;
Dormant hives may be present in maps which have [[World_generation#Caves|caves]]. Those hives will not spread, although they will produce jelly and glow pods as usual. They will also spawn with insects around them, but they will not spawn more over time.&lt;br /&gt;
&lt;br /&gt;
If they are not maintained for 1 day, they will be healthy for a further 1 day before taking 10 points of damage every {{ticks|250}}, enough to be completely destroyed in 1.3 hours. When destroyed they drop 30 insect jelly.&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
{{#vardefine:daily_yield|{{#expr:20*60/((26+30)/2)}}}}&lt;br /&gt;
Each hive spawn an average of {{Icon Small|Insect jelly||{{#expr:{{#var:daily_yield}} round 2}}}} [[insect jelly]]/day, for a whopping {{Icon Small|Silver||{{#expr:{{#var:daily_yield}}*{{Q|Insect jelly|Market Value Base}}*60 round 0}}}}/year. In fact, 6 well-maintained hives will give enough insect jelly to completely buy out all items on all trade caravans and trade ships that come to your colony, even on the highest difficulty level. The limiting factor is usually not how many hives you can maintain, but how much wealth you can hoard without attracting dangerous raids from other sources.&lt;br /&gt;
&lt;br /&gt;
Spawned insects will give [[insect meat]] when butchered. If the &amp;quot;[[Ideoligion#Insect meat|Insect Meat: Loved]]&amp;quot;{{IdeologyIcon}} precept is used, colonies can be fed exclusively on insect meat and be ecstatic about it. Insect meat can also be converted into [[chemfuel]] from a [[biofuel refinery]], or sold as [[meal]]s with no penalty.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Farming&amp;quot; skills ===&lt;br /&gt;
Melee skill is required for insect farming, as the farmer will need to regularly fight insects to extract the jelly and meat, or take their damage when trying to tame them. A pawn with high melee skill, the best armor available, and favorable traits such as [[tough]], [[nimble]], or [[robust]] gene{{BiotechIcon}} (or all of them) is needed. Consider getting such a pawn as your starting colonist if you decide to build a mountain base. Animal skill is also needed if you want to tame insects.&lt;br /&gt;
&lt;br /&gt;
Aside from taking damage, the farmer also need to have good wound healing, as they will have to fight insects and take damage everyday. Assign them the best bed, or even a [[hospital bed]], give them [[fast wound healing]] gene,{{BiotechIcon}} the [[healing enhancer]],{{RoyaltyIcon}} or use a [[ghoul]]{{AnomalyIcon}} farmer. But you may not want to tend their wounds with medicine, as the constant injuries may quickly drain your medicine supply.&lt;br /&gt;
&lt;br /&gt;
If you plan to grow [[nutrifungus]],{{IdeologyIcon}} note that infestations tend to occur in your dark fungus fields. In that case, you will need to build the insect farm nearby, so try to find a starting colonist that fits both the role of insect farmer and regular farmer to reduce travel time and the risk of insects attacking your other colonists.&lt;br /&gt;
&lt;br /&gt;
=== Hive room ===&lt;br /&gt;
&amp;lt;gallery widths=364 heights=405&amp;gt;&lt;br /&gt;
Hive molding.png|A hive-room with fences built to restrict possible hive spawning locations to the desired (white) cells&lt;br /&gt;
Hive saturation.png|A hive-saturated room. As long as the door and fence is maintained, and only 1 layer of walls has been mined, no additional hive will spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
When reproducing, insect hives never make a new one outside of the current room. After an infestation, you can limit the surviving hives to a small region by building a room around them. The entrance of the room should have a chokepoint in case the hives spawn multiple insects.&lt;br /&gt;
&lt;br /&gt;
If the hive room is in or near your base, it should have at least 2 layers of wall to prevent insects from randomly mining through. The innermost layer of walls should be built right next to the hives, so that new hives won't spawn even when insects have mined through 1 layer of walls. Wood is actually a good material for the innermost wall, it reduces the time spent building inside the dangerous hive room; it's also cheap enough to replace the continuously mined walls.&lt;br /&gt;
&lt;br /&gt;
Ideally hives should be exactly 2 cells away from each other to avoid insect jelly from one hive affecting the output of other hives. You can block possible spawning cells of the hives by building fences on them.&lt;br /&gt;
&lt;br /&gt;
=== Hive maintenance ===&lt;br /&gt;
The number of hives you should maintain depend on your insect jelly and meat need, and your ability to withstand insect attacks. Too many hives will rapidly raise your colony wealth, leading to dangerous raids. Too few hives will risk them being wiped out by accident. You can limit the number of hives that can spawn by enclosing them in a small room. Since hives can't spawn adjacent to each other, they will eventually run out of space in the room and stop reproducing.&lt;br /&gt;
&lt;br /&gt;
If left without insects for too long, the hives will display &amp;quot;Due for maintenance&amp;quot;; not long after that, they will take damage and quickly be destroyed. For that, it's crucial to let the insects maintain their hive before killing them. If an insect spawn and one of the hives is due for maintenance, you have to wait for that insect to maintain the hive, or risk losing that hive.&lt;br /&gt;
&lt;br /&gt;
When the insects has finished maintaining their hives, you can kill or tame them, and take the insect jelly. If the insects has mined any part of the wall, send a builder in to fill it back. Try to kill the insect as soon as they finish hive maintenance and don't give them time to mine through the wall.&lt;br /&gt;
&lt;br /&gt;
===Taming===&lt;br /&gt;
If you destroy all hives of an infestation, then any insects that are [[downed]] will become &amp;quot;neutral&amp;quot;. They are still hostile, but will not attack unless a colonist gets very close. [[Megaspider]]s are an advanced trainability [[animal]] that can be tamed without a proper manhunter chance. Tamed insects do not breed, therefore you will only have the amount you tamed. This makes them bad for long term use for defense or farming.&lt;br /&gt;
&lt;br /&gt;
=== Spending all the wealth ===&lt;br /&gt;
The accumulated wealth from all the insect jelly can be dangerous for high difficulties. But with 6 hives or more, the wealth generated will overwhelm any trader that naturally come to the colony, so you can't sell all the insect jelly either.&lt;br /&gt;
&lt;br /&gt;
It's recommended that you start making allies as soon as you start growing the hives so that you eventually can request trade caravans to sell the jelly. This ability costs 15 goodwill and has a cooldown of 4 days. The goodwill gained from trading is 1 per 500 silver, meaning 6 hives will produce enough jelly to make up for the lost goodwill through trading.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* ? - Hives no longer take damage at -20°C.{{Check Tag|Fact Check|It is unclear if this was ever the case}}&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Now slowly heals over the course of days&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Insect Jelly from destruction reduced from 100 -&amp;gt; 30. &lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hive&amp;diff=182654</id>
		<title>Hive</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hive&amp;diff=182654"/>
		<updated>2026-08-07T10:24:59Z</updated>

		<summary type="html">&lt;p&gt;BAVy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup and Format Standardisation. Also generates heat. How much etc.}}&lt;br /&gt;
{{Stub|reason=Previous Version of page said hive will initially generate with up to 200 combat power of insectoids and can have up to 500 points of insectoids at one time alive at one time. Updated number for initial spawn and sustained number needed}}{{infobox main|building|&lt;br /&gt;
| name = Hive&lt;br /&gt;
| image = Hive.png&lt;br /&gt;
| description =  A hive of giant insects. If activated, it will spawn additional insects and hives over time, as well as valuable insect jelly.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| hp = 130&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| heatpersecond = 6&lt;br /&gt;
| maxheattemperature = 38&lt;br /&gt;
| destroyyield = {{Icon Small|Insect jelly}} 30&lt;br /&gt;
}}&lt;br /&gt;
A '''hive''' can spawn in regions with caves or when opening an [[ancient shrine]] or at [[Events#Infestation|Infestation events]]. Each hive spawns with insects like [[megascarab]]s, [[megaspider]]s  and [[spelopede]]s. Megaspiders or spelopedes tend the hives, and without them, the hives will begin to show lack of maintenance, and eventually deteriorate into a bunch of insect jelly. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Insects will attack creatures trespassing the hive's boundaries, except for wild animals. They will also mine random tiles which sometimes lead to [[Collapsed rocks]] falling from above and killing anything below.&lt;br /&gt;
&lt;br /&gt;
If there are less than 30 hives in a colony, non-dormant hives will reproduce another hive in a random roofed tile within 10 tiles of themselves. The time between hive reproduction depends on difficulty. The number of hives generated this way will never exceed 30, but it is possible to have more than 30 hives if they spawn directly from an infestation event. Hives never reproduce to a cell outside of the original enclosed space (room with no open door), and will never reproduce in the 8 cells adjacent to any other hive.&lt;br /&gt;
&lt;br /&gt;
Hives can increase the temperature of their surroundings up to 38°C. It spawns 20 [[insect jelly]] every {{Ticks|26000}} to {{Ticks|30000}}, for an average of 42.86 per day, so long as there are is less than 40 jelly in adjacent tiles. It also spawns 1 [[Glow pod]] every 12 to 24 game hours if there are none around. &lt;br /&gt;
&lt;br /&gt;
Hives will self-heal over time 1 HP per {{ticks|6000}}, or a total of 10 HP per day.&lt;br /&gt;
&lt;br /&gt;
Dormant hives may be present in maps which have [[World_generation#Caves|caves]]. Those hives will not spread, although they will produce jelly and glow pods as usual. They will also spawn with insects around them, but they will not spawn more over time.&lt;br /&gt;
&lt;br /&gt;
If they are not maintained for 1 day, they will be healthy for a further 1 day before taking 10 points of damage every {{ticks|250}}, enough to be completely destroyed in 1.3 hours. When destroyed they drop 30 insect jelly.&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
{{#vardefine:daily_yield|{{#expr:20*60/((26+30)/2)}}}}&lt;br /&gt;
Each hive spawn an average of {{Icon Small|Insect jelly||{{#expr:{{#var:daily_yield}} round 2}}}} [[insect jelly]]/day, for a whopping {{Icon Small|Silver||{{#expr:{{#var:daily_yield}}*{{Q|Insect jelly|Market Value Base}}*60 round 0}}}}/year. In fact, 6 well-maintained hives will give enough insect jelly to completely buy out all items on all trade caravans and trade ships that come to your colony, even on the highest difficulty level. The limiting factor is usually not how many hives you can maintain, but how much wealth you can hoard without attracting dangerous raids from other sources.&lt;br /&gt;
&lt;br /&gt;
Spawned insects will give [[insect meat]] when butchered. If the &amp;quot;[[Ideoligion#Insect meat|Insect Meat: Loved]]&amp;quot;{{IdeologyIcon}} precept is used, colonies can be fed exclusively on insect meat and be ecstatic about it. Insect meat can also be converted into [[chemfuel]] from a [[biofuel refinery]], or sold as [[meal]]s with no penalty.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Farming&amp;quot; skills ===&lt;br /&gt;
Melee skill is required for insect farming, as the farmer will need to regularly fight insects to extract the jelly and meat, or take their damage when trying to tame them. A pawn with high melee skill, the best armor available, and favorable traits such as [[tough]], [[nimble]], or [[robust]] gene{{BiotechIcon}} (or all of them) is needed. Consider getting such a pawn as your starting colonist if you decide to build a mountain base. Animal skill is also needed if you want to tame insects.&lt;br /&gt;
&lt;br /&gt;
Aside from taking damage, the farmer also need to have good wound healing, as they will have to fight insects and take damage everyday. Assign them the best bed, or even a [[hospital bed]], give them [[fast wound healing]] gene,{{BiotechIcon}} the [[healing enhancer]],{{RoyaltyIcon}} or use a [[ghoul]]{{AnomalyIcon}} farmer. But you may not want to tend their wounds with medicine, as the constant injuries may quickly drain your medicine supply.&lt;br /&gt;
&lt;br /&gt;
If you plan to grow [[nutrifungus]],{{IdeologyIcon}} note that infestations tend to occur in your dark fungus fields. In that case, you will need to build the insect farm nearby, so try to find a starting colonist that fits both the role of insect farmer and regular farmer to reduce travel time and the risk of insects attacking your other colonists.&lt;br /&gt;
&lt;br /&gt;
=== Hive room ===&lt;br /&gt;
&amp;lt;gallery widths=364 heights=405&amp;gt;&lt;br /&gt;
Hive molding.png|A hive-room with fences built to restrict possible hive spawning locations to the desired (white) cells&lt;br /&gt;
Hive saturation.png|A hive-saturated room. As long as the door and fence is maintained, and only 1 layer of walls has been mined, no additional hive will spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
When reproducing, insect hives never make a new one outside of the current room. After an infestation, you can limit the surviving hives to a small region by building a room around them. The entrance of the room should have a chokepoint in case the hives spawn multiple insects.&lt;br /&gt;
&lt;br /&gt;
If the hive room is in or near your base, it should have at least 2 layers of wall to prevent insects from randomly mining through. The innermost layer of walls should be built right next to the hives, so that new hives won't spawn even when insects have mined through 1 layer of walls. Wood is actually a good material for the innermost wall, it reduces the time spent building inside the dangerous hive room; it's also cheap enough to replace the continuously mined walls.&lt;br /&gt;
&lt;br /&gt;
Ideally hives should be exactly 2 cells away from each other to avoid insect jelly from one hive affecting the output of other hives. You can block possible spawning cells of the hives by building fences on them.&lt;br /&gt;
&lt;br /&gt;
=== Hive maintenance ===&lt;br /&gt;
The number of hives you should maintain depend on your insect jelly and meat need, and your ability to withstand insect attacks. Too many hives will rapidly raise your colony wealth, leading to dangerous raids. Too few hives will risk them being wiped out by accident. You can limit the number of hives that can spawn by enclosing them in a small room. Since hives can't spawn adjacent to each other, they will eventually run out of space in the room and stop reproducing.&lt;br /&gt;
&lt;br /&gt;
If left without insects for too long, the hives will display &amp;quot;Due for maintenance&amp;quot;; not long after that, they will take damage and quickly be destroyed. For that, it's crucial to let the insects maintain their hive before killing them. If an insect spawn and one of the hives is due for maintenance, you have to wait for that insect to maintain the hive, or risk losing that hive.&lt;br /&gt;
&lt;br /&gt;
When the insects has finished maintaining their hives, you can kill or tame them, and take the insect jelly. If the insects has mined any part of the wall, send a builder in to fill it back. Try to kill the insect as soon as they finish hive maintenance and don't give them time to mine through the wall.&lt;br /&gt;
&lt;br /&gt;
===Taming===&lt;br /&gt;
If you destroy all hives of an infestation, then any insects that are [[downed]] will become &amp;quot;neutral&amp;quot;. They are still hostile, but will not attack unless a colonist gets very close. [[Megaspider]]s are an advanced trainability [[animal]] that can be tamed without a proper manhunter chance. Tamed insects do not breed, therefore you will only have the amount you tamed. This makes them bad for long term use for defense or farming.&lt;br /&gt;
&lt;br /&gt;
=== Spending all the wealth ===&lt;br /&gt;
The accumulated wealth from all the insect jelly can be dangerous for high difficulties. But with 6 hives or more, the wealth generated will overwhelm any trader that naturally come to the colony, so you can't sell all the insect jelly either.&lt;br /&gt;
&lt;br /&gt;
It's recommended that you start making allies as soon as you start growing the hives so that you eventually can request trade caravans to sell the jelly. This ability costs 15 goodwill and has a cooldown of 4 days. The goodwill gained from trading is 1 per 500 silver, meaning 6 hives will produce enough jelly to make up for the lost goodwill through trading.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* ? - Hives no longer take damage at -20°C.{{Check Tag|Fact Check|It is unclear if this was ever the case}}&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Now slowly heals over the course of days&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Insect Jelly from destruction reduced from 100 -&amp;gt; 30. &lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard&amp;diff=182653</id>
		<title>Shard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard&amp;diff=182653"/>
		<updated>2026-08-07T09:18:59Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason= 1) General 2) Categories}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Shard&lt;br /&gt;
| image = Shard c.png&lt;br /&gt;
| description = A scavenged fragment of dark archotechnology. Originally created by a hyperintelligent archotech mind, this shard is packed with technology beyond human comprehension. It is capable of manipulating psychic flows, inducing archotech influences and more esoteric outcomes. While it is useless by itself, it can be built into devices that harness its power to produce exotic effects.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| hp = 250&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| mass base = 0.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Shard&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Shards''' are a somewhat rare resource added by the [[Anomaly DLC]] with a number of varied and powerful uses.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Shards can be acquired in the following ways:&lt;br /&gt;
# Destroying certain [[entities]]:&lt;br /&gt;
#* [[Metalhorror]]s have a 50% chance to drop a shard when killed.&lt;br /&gt;
#* [[Nociosphere]]s, if killed, will drop 2 shards.&lt;br /&gt;
#* [[Revenant spine]]s, when smashed, will drop a shard.&lt;br /&gt;
#* [[Dreadmeld|The Dreadmeld]], when killed, will drop 3 shards.&lt;br /&gt;
#* [[Fleshmass nucleus|The fleshmass nucleus]], when killed, will drop 2 shards.&lt;br /&gt;
#* [[Unnatural corpse]]s, when destroyed, will drop a shard.&lt;br /&gt;
#* [[Obelisk]]s allowed to reach max activity level or destroyed by damage will drop a single shard after exploding.&lt;br /&gt;
# [[Gray box]]es in the [[warped obelisk]]'s [[labyrinth]] have a ~ 21.1% chance to contain a shard.&lt;br /&gt;
# [[Flesh sack]]s have a ~ 3.91% chance to drop a shard when destroyed. [[Quests#Distress_signal|Distress signals]] are guaranteed to spawn a flesh sack with a shard in it.&lt;br /&gt;
# One shard can be obtained via [[Scenario system#The Anomaly|The Anomaly]] starting scenario&lt;br /&gt;
# [[Entity]] raids, including [[horax cult]] raids, have a chance scaling with raid points to give a random entity a hidden hediff that will cause it to drop a shard.&lt;br /&gt;
Raid points:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid Points || Shard Chance (%)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Raid Points|yAxisTitle=Shard Chance|type=line|x=0, 500, 1000, 5000|y1=15, 30, 50, 80, 100}} || style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Shards are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
Two shards are also required to deactivate the [[corrupted obelisk]] and [[twisted obelisk]], while one is required to deactivate the [[golden cube]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Prioritize best uses of the shard in early, mid and late game. Describe easiest forms of acquisition (metal horror farm?). Recommendations for keeping at least X many on standby for dealing with threats that require them (cube, obelisks)}}&lt;br /&gt;
&lt;br /&gt;
Shards are versatile and required for many aspects of Anomaly. While they are rare in the early game, they become more and more abundant: the colony will have more ways to farm shards and entity raids are more likely to drop shards. In addition, many of the buildings that require shards - such as [[shard beacon]]s and [[serum lab]]s - are capped or only one building is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
It is wise to keep one or two shards on hand in reserve, in case of anomaly threats that require them to deactivate, with the next few shards used to produce [[ghoul]]s. A few ghouls as melee units and melee blockers will make combat challenges easier, including fighting [[dreadmeld]]s, one of the main sources of additional shards.&lt;br /&gt;
&lt;br /&gt;
=== Farming methods ===&lt;br /&gt;
Beyond the natural amount of shards from distress signal quests and entity events, the following methods can be used to gain shards:&lt;br /&gt;
* [[Void provocation]]: Causes another entity event, which may provide a source of shards. A shard is not guaranteed, but void provocation is available in the early game.&lt;br /&gt;
* [[Provoke pit gate]]: Guaranteed to provide 3 shards if the [[dreadmeld]] can be defeated.&lt;br /&gt;
* [[Metalhorror]] farming: This involves intentionally containing and spreading a metalhorror infection, allowing metalhorrors to be farmed for their shards.&lt;br /&gt;
&lt;br /&gt;
In addition, initiating the [[monolith endgame]] will cause [[metalhorror]]s to spawn, resulting in a lot of shards depending on [[raid points]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Shard a.png|One shard&lt;br /&gt;
Shard b.png|Partial stack&lt;br /&gt;
Shard c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard&amp;diff=182652</id>
		<title>Shard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard&amp;diff=182652"/>
		<updated>2026-08-07T09:18:31Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason= 1) General 2) Categories}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Shard&lt;br /&gt;
| image = Shard c.png&lt;br /&gt;
| description = A scavenged fragment of dark archotechnology. Originally created by a hyperintelligent archotech mind, this shard is packed with technology beyond human comprehension. It is capable of manipulating psychic flows, inducing archotech influences and more esoteric outcomes. While it is useless by itself, it can be built into devices that harness its power to produce exotic effects.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| hp = 250&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| mass base = 0.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Shard&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Shards''' are a somewhat rare resource added by the [[Anomaly DLC]] with a number of varied and powerful uses.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Shards can be acquired in the following ways:&lt;br /&gt;
# Destroying certain [[entities]]:&lt;br /&gt;
#* [[Metalhorror]]s have a 50% chance to drop a shard when killed.&lt;br /&gt;
#* [[Nociosphere]]s, if killed, will drop 2 shards.&lt;br /&gt;
#* [[Revenant spine]]s, when smashed, will drop a shard.&lt;br /&gt;
#* [[Dreadmeld|The Dreadmeld]], when killed, will drop 3 shards.&lt;br /&gt;
#* [[Fleshmass nucleus|The fleshmass nucleus]], when killed, will drop 2 shards.&lt;br /&gt;
#* [[Unnatural corpse]]s, when destroyed, will drop a shard.&lt;br /&gt;
#* [[Obelisk]]s allowed to reach max activity level or destroyed by damage will drop a single shard after exploding.&lt;br /&gt;
# [[Gray box]]es in the [[warped obelisk]]'s [[labyrinth]] have a ~ 21.1% chance to contain a shard.&lt;br /&gt;
# [[Flesh sack]]s have a ~ 3.91% chance to drop a shard when destroyed. [[Quests#Distress_signal|Distress signals]] are guaranteed to spawn a flesh sack with a shard in it.&lt;br /&gt;
# One shard can be obtained via [[Scenario system#The Anomaly|The Anomaly]] starting scenario&lt;br /&gt;
# An [[entity]] raid, including [[horax cult]] raids, have a chance scaling with raid points to give a random entity a hidden hediff that will cause it to drop a shard.&lt;br /&gt;
Raid points:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid Points || Shard Chance (%)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Raid Points|yAxisTitle=Shard Chance|type=line|x=0, 500, 1000, 5000|y1=15, 30, 50, 80, 100}} || style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Shards are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
Two shards are also required to deactivate the [[corrupted obelisk]] and [[twisted obelisk]], while one is required to deactivate the [[golden cube]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Prioritize best uses of the shard in early, mid and late game. Describe easiest forms of acquisition (metal horror farm?). Recommendations for keeping at least X many on standby for dealing with threats that require them (cube, obelisks)}}&lt;br /&gt;
&lt;br /&gt;
Shards are versatile and required for many aspects of Anomaly. While they are rare in the early game, they become more and more abundant: the colony will have more ways to farm shards and entity raids are more likely to drop shards. In addition, many of the buildings that require shards - such as [[shard beacon]]s and [[serum lab]]s - are capped or only one building is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
It is wise to keep one or two shards on hand in reserve, in case of anomaly threats that require them to deactivate, with the next few shards used to produce [[ghoul]]s. A few ghouls as melee units and melee blockers will make combat challenges easier, including fighting [[dreadmeld]]s, one of the main sources of additional shards.&lt;br /&gt;
&lt;br /&gt;
=== Farming methods ===&lt;br /&gt;
Beyond the natural amount of shards from distress signal quests and entity events, the following methods can be used to gain shards:&lt;br /&gt;
* [[Void provocation]]: Causes another entity event, which may provide a source of shards. A shard is not guaranteed, but void provocation is available in the early game.&lt;br /&gt;
* [[Provoke pit gate]]: Guaranteed to provide 3 shards if the [[dreadmeld]] can be defeated.&lt;br /&gt;
* [[Metalhorror]] farming: This involves intentionally containing and spreading a metalhorror infection, allowing metalhorrors to be farmed for their shards.&lt;br /&gt;
&lt;br /&gt;
In addition, initiating the [[monolith endgame]] will cause [[metalhorror]]s to spawn, resulting in a lot of shards depending on [[raid points]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Shard a.png|One shard&lt;br /&gt;
Shard b.png|Partial stack&lt;br /&gt;
Shard c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard&amp;diff=182651</id>
		<title>Shard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard&amp;diff=182651"/>
		<updated>2026-08-07T09:17:06Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Acquisition */ fixed wrong number of shards for revenant spine; added the shard drop chance for flesh sacks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason= 1) General 2) Categories}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Shard&lt;br /&gt;
| image = Shard c.png&lt;br /&gt;
| description = A scavenged fragment of dark archotechnology. Originally created by a hyperintelligent archotech mind, this shard is packed with technology beyond human comprehension. It is capable of manipulating psychic flows, inducing archotech influences and more esoteric outcomes. While it is useless by itself, it can be built into devices that harness its power to produce exotic effects.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| hp = 250&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| mass base = 0.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Shard&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Shards''' are a somewhat rare resource added by the [[Anomaly DLC]] with a number of varied and powerful uses.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Shards can be acquired in the following ways:&lt;br /&gt;
# Destroying certain [[entities]]:&lt;br /&gt;
#* [[Metalhorror]]s have a 50% chance to drop a shard when killed.&lt;br /&gt;
#* [[Nociosphere]]s, if killed, will drop 2 shards.&lt;br /&gt;
#* [[Revenant spine]]s, when smashed, will drop a shard.&lt;br /&gt;
#* [[Dreadmeld|The Dreadmeld]], when killed, will drop 3 shards.&lt;br /&gt;
#* [[Fleshmass nucleus|The fleshmass nucleus]], when killed, will drop 2 shards.&lt;br /&gt;
#* [[Unnatural corpse]]s, when destroyed, will drop a shard.&lt;br /&gt;
#* [[Obelisk]]s allowed to reach max activity level or destroyed by damage will drop a single shard after exploding.&lt;br /&gt;
# [[Gray box]]es in the [[warped obelisk]]'s [[labyrinth]] have a ~ 21.1% chance to contain a shard.&lt;br /&gt;
# [[Flesh sack]]s have a ~ 3.91% chance to drop a shard when destroyed. [[Quests#Distress_signal|Distress signals]] are guaranteed to spawn a flesh sack with a shard in it.&lt;br /&gt;
# Obtained via [[Scenario system#The Anomaly|The Anomaly]] starting scenario&lt;br /&gt;
# An [[entity]] raid, including [[horax cult]] raids, have a chance scaling with raid points to give a random entity a hidden hediff that will cause it to drop a shard.&lt;br /&gt;
Raid points:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid Points || Shard Chance (%)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Raid Points|yAxisTitle=Shard Chance|type=line|x=0, 500, 1000, 5000|y1=15, 30, 50, 80, 100}} || style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Shards are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
Two shards are also required to deactivate the [[corrupted obelisk]] and [[twisted obelisk]], while one is required to deactivate the [[golden cube]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Prioritize best uses of the shard in early, mid and late game. Describe easiest forms of acquisition (metal horror farm?). Recommendations for keeping at least X many on standby for dealing with threats that require them (cube, obelisks)}}&lt;br /&gt;
&lt;br /&gt;
Shards are versatile and required for many aspects of Anomaly. While they are rare in the early game, they become more and more abundant: the colony will have more ways to farm shards and entity raids are more likely to drop shards. In addition, many of the buildings that require shards - such as [[shard beacon]]s and [[serum lab]]s - are capped or only one building is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
It is wise to keep one or two shards on hand in reserve, in case of anomaly threats that require them to deactivate, with the next few shards used to produce [[ghoul]]s. A few ghouls as melee units and melee blockers will make combat challenges easier, including fighting [[dreadmeld]]s, one of the main sources of additional shards.&lt;br /&gt;
&lt;br /&gt;
=== Farming methods ===&lt;br /&gt;
Beyond the natural amount of shards from distress signal quests and entity events, the following methods can be used to gain shards:&lt;br /&gt;
* [[Void provocation]]: Causes another entity event, which may provide a source of shards. A shard is not guaranteed, but void provocation is available in the early game.&lt;br /&gt;
* [[Provoke pit gate]]: Guaranteed to provide 3 shards if the [[dreadmeld]] can be defeated.&lt;br /&gt;
* [[Metalhorror]] farming: This involves intentionally containing and spreading a metalhorror infection, allowing metalhorrors to be farmed for their shards.&lt;br /&gt;
&lt;br /&gt;
In addition, initiating the [[monolith endgame]] will cause [[metalhorror]]s to spawn, resulting in a lot of shards depending on [[raid points]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Shard a.png|One shard&lt;br /&gt;
Shard b.png|Partial stack&lt;br /&gt;
Shard c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fleshmass_nucleus&amp;diff=182650</id>
		<title>Fleshmass nucleus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshmass_nucleus&amp;diff=182650"/>
		<updated>2026-08-07T08:48:53Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Yield */ fixed wrong twisted meat amount upon death&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Fleshmass nucleus&lt;br /&gt;
| image = Fleshmass nucleus.png&lt;br /&gt;
| description = The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;br /&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| mass base = 100&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hide stats = true&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 3&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 3&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = -1&lt;br /&gt;
| can be executed = false&lt;br /&gt;
| has animation = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| destroyyield = 100~200 {{Icon Small|Twisted meat|24}} + 2 {{Icon Small|Shard|24}}&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorsharp = 100&lt;br /&gt;
| armorblunt = 100&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 100&lt;br /&gt;
| movespeed = 0&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| body = FleshmassNucleus&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 5000&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 1&lt;br /&gt;
| toxic resistance = 1.00&lt;br /&gt;
| EMP resistance = 0.50&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| always awake = true&lt;br /&gt;
| flesh type = EntityMechanical&lt;br /&gt;
| override should have ability tracker = true&lt;br /&gt;
| doesnt move = true&lt;br /&gt;
| has corpse = false&lt;br /&gt;
| has genders = false&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| disable ignite verb = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| pain shock threshold = 100&lt;br /&gt;
| injury healing factor = 0&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| meatyield = 0&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = FleshmassNucleus&lt;br /&gt;
| label = fleshmass nucleus&lt;br /&gt;
}}&lt;br /&gt;
The '''fleshmass nucleus''' is an advanced [[entity]] added by the [[Anomaly DLC]] that will occasionally produce [[twisted meat]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
This [[Entity]] is found after killing a [[fleshmass heart]]. The heart will leave this as a dropped item, and it can be captured as you would any downed Entity.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The fleshmass nucleus can be contained on a [[holding platform]] or [[holding spot]]. It does not have a minimum containment strength, but must be contained to be studied and suppressed.&lt;br /&gt;
&lt;br /&gt;
The nucleus will constantly gain activity (base 10% a day) as new flesh grows across its surface. A warden will need to suppress it to reduce its activity. The speed of suppression scales with psychic sensitivity. If its activity reaches 100%, the flesh will reach critical mass and form a new fleshmass heart. This will occur wherever the nucleus is contained and spread across the map like before. The new fleshmass heart will have a unique biosignature, requiring you to collect new [[fleshmass neural lump]]s to kill it.&lt;br /&gt;
&lt;br /&gt;
The nucleus will also produce 3-6 piles of [[twisted meat]] around itself at periodic intervals with an {{MTB}} of {{Ticks/gametime|60000}} and a minimum time of {{Ticks/gametime|15000}}. The amount of meat produced is random but is strongly influenced by activity level, producing an average of 96 meat each time at 0% activity and an average of 220 meat at 90%.&lt;br /&gt;
&lt;br /&gt;
A fleshmass nucleus has regeneration like a [[Ghoul]], meaning it can be harvested by [[electroharvester]]s endlessly.&lt;br /&gt;
&lt;br /&gt;
A fleshmass nucleus cannot be ordered to be executed, but if it is not needed, a nucleus can be ordered to be released from containment. Then a pawn can be [[drafted]] and ordered to attack it until it is destroyed. &lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The fleshmass nucleus yields 3 [[bioferrite]] per day and 200W of power. Note that its daily activity gain rate will increase by +15% when it is connected to an electroharvester, for a total of 25% activity gained per day.&lt;br /&gt;
&lt;br /&gt;
When destroyed, a nucleus yields 2 [[shard]]s and 100-200 twisted meat.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to other entities, the fleshmass nucleus is much less dangerous when the colony does not have a strong containment cell. It can be held at no risk on any [[holding spot]] in any room; the only way a nucleus can ever pose any danger is if it is allowed to reached full activity and reform into a [[fleshmass heart]]. It will otherwise never escape on its own, never cause adverse effects, and not fight back when attacked. This means that it is viable to keep the nucleus inside a freezer so the twisted meat it produces will not rot.&lt;br /&gt;
&lt;br /&gt;
Similar to the [[nociosphere]], at least one colonist should be available at any given time to keep the fleshmass nucleus's activity suppressed. &lt;br /&gt;
&lt;br /&gt;
The nucleus's comparatively paltry power output makes the use of an electroharvester largely inadvisable, as even weak entities such as [[gorehulk]]s will produce more power while being far less dangerous in the event of an escape.&lt;br /&gt;
&lt;br /&gt;
Keeping the nucleus at high activity can facilitate the farming of large amounts of [[twisted meat]], which has many uses. Most colonists will receive a painful {{Thought|desc=It was so gristly and stringy - like eating cancer. I want to throw up.|label=Ate twisted meat|value=-10|stack=1|duration=1}} when eating twisted meat, but [[ghoul]]s and [[animal]]s have no such reservations. Every animal type in the game (even herbivores like [[horse]]s) will happily consume [[meal]]s that contain twisted meat, except raw meat-only animals like [[warg]]s that can simply eat it raw. Colonies settled in [[biome]]s with low grazing potential - or that simply have [[Cooking|cooks]] with time to spare - can comfortably ranch pack animals on an exclusive diet of [[simple meal]]s that use twisted meat as their only ingredient.&lt;br /&gt;
&lt;br /&gt;
Twisted meat can also be [[biofuel refinery|refined]] into [[chemfuel]]. The twisted meat produced by one nucleus kept at high activity can fuel over {{#expr:35*&amp;lt;!--Refinery produces 35 chemfuel--&amp;gt;220&amp;lt;!--Produced at 90%--&amp;gt;*{{Q|Twisted meat|Nutrition}}/3.5&amp;lt;!--How much nutrition needed to make 35 chemfuel--&amp;gt;/4.5&amp;lt;!--4.5 chemfuel per day--&amp;gt; round 0}} [[chemfuel powered generator]]s, assuming average luck and sufficient pawn-hours for refining.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FleshmassNucleusA.png&lt;br /&gt;
FleshmassNucleusB.png&lt;br /&gt;
FleshmassNucleusC.png&lt;br /&gt;
FleshmassNucleusD.png&lt;br /&gt;
FleshmassNucleusE.png&lt;br /&gt;
FleshmassNucleusF.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fleshmass nucleus, along with the [[nociosphere]], has a life expectancy of 5,000 years, which is used for selecting its age upon spawning. Life expectancy is not a maximum, so this means that a fleshmass nucleus could spawn with an age that would imply it was created before year 1 of the RimWorld calendar. As a new fleshmass nucleus is spawned upon defeating a fleshmass heart, the age of a fleshmass nucleus can change if the nucleus is allowed to reform into a heart and defeated again.&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>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Twisted_meat&amp;diff=182649</id>
		<title>Twisted meat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Twisted_meat&amp;diff=182649"/>
		<updated>2026-08-07T08:48:36Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Acquisition */ added the twisted meat yield upon destroying a fleshmass nucleus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{See also|Meat|Human meat|Insect meat}}&lt;br /&gt;
{{Infobox main|food&lt;br /&gt;
| name = Twisted meat&lt;br /&gt;
| image = Twistedmeat c.png&lt;br /&gt;
| description = Pieces of twisted muscle and gristle, bloated with tumorous growths. These bizarre shreds of flesh must have come from a horrific creature.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| type3 = Exotic item&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 0.5&lt;br /&gt;
| beauty = -6&lt;br /&gt;
| mass base = 0.03&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| food type = meat&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;
}}&lt;br /&gt;
'''Twisted meat''' is a type of [[meat]] obtained from butchering [[entities]]. It can be eaten just like any other meat, but most humans dislike eating it even when cooked into meals.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Twisted meat is produced when a [[Skills#Cooking|cook]] butchers any of a number of [[entities]] at a [[butcher table]] or [[butcher spot]]. The amount obtained depends on the [[Meat Amount]] of the butchered entity, as well as the [[Butchery Efficiency]] of the butcher and a number of other factors. {{Check Tag|Detail Needed|What's the base yield of various entities?}} &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;
You can also receive twisted meat by chopping down [[harbinger tree]]s, providing 30 meat when fully grown.&lt;br /&gt;
&lt;br /&gt;
Alternatively, [[creepjoiner]] pawns with the [[psychic slaughter]] power can fatally convert an organic target directly into piles of twisted meat, rather than their normal output when butchered.&lt;br /&gt;
&lt;br /&gt;
{{Transmute Steel Acquisition Note}}&lt;br /&gt;
&lt;br /&gt;
[[Fleshmass nucleus|Fleshmass nuclei]] kept on [[holding platform]] or [[holding spot]]s regularly produce twisted meat. It creates meat on average every {{Ticks/gametime|60000}}, with the amount influenced by activity level, producing an average of 96 meat each time at 0% activity and an average of 220 meat at 90%. It also yields 2 [[shard]]s and 100-200 twisted meat when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Twisted meat has no specific health effects, but consuming twisted meat in any form (raw, cooked, or paste) inflicts a {{Thought|desc=It was so gristly and stringy - like eating cancer. I want to throw up.|label=Ate twisted meat|value=-10|stack=1|duration=1}}. [[Ascetic]] and [[inhumanized]] pawns do not get this moodlet, but [[cannibal]]s do. Eating raw twisted meat does not inflict the normal mood debuff for eating raw food. &lt;br /&gt;
&lt;br /&gt;
As a [[raw food]], twisted 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, twisted meat is classified as meat.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Twisted meat is an ingredient in the following crafting recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Twisted meat, while unpleasant to eat, can be used without penalty to feed [[ascetic]] and [[inhumanized]] pawns, [[ghoul]]s, and [[animal]]s. It can also be used in a [[biofuel refinery]], [[biosculpter pod]],{{IdeologyIcon}} or [[growth vat]]{{BiotechIcon}} like any other food, and is required to make certain serums and biomutation weapons. The serums in particular have unique and useful effects, making twisted meat valuable and worth the effort to acquire.&lt;br /&gt;
&lt;br /&gt;
For trade purposes, it is best used with [[bioferrite]] to make [[juggernaut serum]], which is worth {{Icon Small|Silver||{{Q|juggernaut serum|Market Value Base}}}}, 11 times more than its ingredients.&lt;br /&gt;
&lt;br /&gt;
If the colony has an excess of twisted meat, it is possible to make ([[carnivore lavish meal|carnivore]]) [[lavish meal]]s for a net +2 mood from regular simple meals. Gifting it via [[transport pod]] or letting it rot are other options for getting rid of the [[wealth]] quickly.&lt;br /&gt;
&lt;br /&gt;
=== Acquisition analysis ===&lt;br /&gt;
The fastest stable way to farm twisted meat safely is from the [[fleshmass nucleus]]. If kept at a high activity level, you can expect roughly 200 meat per day, enough to feed {{#expr: 200 * {{P|Nutrition}}/{{Q|Ghoul|Real Hunger Rate}}}} default ghouls, or {{#expr: 200 * ({{P|Nutrition}}*1.8 &amp;lt;!--Robust digestion--&amp;gt;)/(({{Q|Ghoul|Real Hunger Rate}}*1.15&amp;lt;!--Adrenal heart--&amp;gt;)/(4 &amp;lt;!--Nuclear stomach--&amp;gt;*2 &amp;lt;!--Metabolic effeiciency of 5+--&amp;gt;)) round 2}} hunger-optimized ghouls with adrenal hearts. Or with a steady supply of bioferrite, the 200 meat can be used to craft [[juggernaut serum]]s valuing {{Icon Small|Silver||{{#expr:10*{{Q|juggernaut serum|Market Value Base}}}}}}.&lt;br /&gt;
&lt;br /&gt;
[[Harbinger tree]]s are guaranteed to appear early on if the [[void monolith]] is enabled. These trees are safe and can be fed corpses, including human corpses and otherwise unusable rotten corpses, to reproduce, effectively converting corpses into a renewable source of twisted meat and bioferrite.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Twistedmeat a.png|One twisted meat&lt;br /&gt;
Twistedmeat b.png|Partial stack&lt;br /&gt;
Twistedmeat c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Meat]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=182648</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=182648"/>
		<updated>2026-08-07T08:40:42Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Summary */ more clear wording on the shard drop chance&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{{Check Tag|Clarification needed|As in will always eat the tainted meal first when consuming meals from a given stack? Will always take that meal when various stacks available? etc.}} consuming tainted meals.&lt;br /&gt;
** [[Pemmican]], [[baby food]],{{BiotechIcon}} and [[kibble]] cannot be infected. [[Nutrient paste meal]]s have no cook, and are therefore similarly safe. &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 a 50% chance of {{Icon Small|shard||1}} [[shard]].&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;
* Humans that spend a long amount of time downed are highly likely to be infected by an infected warden or doctor. Permanently downed prisoners, those recovering from low quality [[skip abduction]]s, and humans with [[paralytic abasia]] are most susceptible. Prisoners can be interrogated and their infections uncovered - even by infected wardens.&lt;br /&gt;
* Once an infection has been confirmed, anyone sharing a bed or sleeping spot with the infected human should also be considered 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. At 4 advanced per study, Metalhorrors have the highest potential research gain, but it's likely more beneficial to capture multiple entities that are less dangerous for research points.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts === &lt;br /&gt;
{{Animal Health Table|Metalhorror}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== 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. Fix: Metalhorror fifth timer not respecting VTR, causing [[gray flesh]] to take much longer to spawn.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard&amp;diff=182647</id>
		<title>Shard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard&amp;diff=182647"/>
		<updated>2026-08-07T08:22:05Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Acquisition */ added The Anomaly scenario to the list of shard sources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason= 1) General 2) Categories}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Shard&lt;br /&gt;
| image = Shard c.png&lt;br /&gt;
| description = A scavenged fragment of dark archotechnology. Originally created by a hyperintelligent archotech mind, this shard is packed with technology beyond human comprehension. It is capable of manipulating psychic flows, inducing archotech influences and more esoteric outcomes. While it is useless by itself, it can be built into devices that harness its power to produce exotic effects.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| hp = 250&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| mass base = 0.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Shard&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Shards''' are a somewhat rare resource added by the [[Anomaly DLC]] with a number of varied and powerful uses.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Shards can be acquired in the following ways:&lt;br /&gt;
# [[Quests#Distress_signal|Distress signals]] are guaranteed to spawn a flesh sack with a shard in it.&lt;br /&gt;
# Destroying certain [[entities]]:&lt;br /&gt;
#* [[Metalhorror]]s have a 50% chance to drop a shard when killed.&lt;br /&gt;
#* [[Nociosphere]]s, if killed, will drop 2 shards.&lt;br /&gt;
#* [[Revenant spine]]s, when smashed, will drop 2 shards.&lt;br /&gt;
#* [[Dreadmeld|The Dreadmeld]], when killed, will drop 3 shards.&lt;br /&gt;
#* [[Fleshmass nucleus|The fleshmass nucleus]], when killed, will drop 2 shards.&lt;br /&gt;
#* [[Unnatural corpse]]s, when destroyed, will drop a shard.&lt;br /&gt;
#* [[Obelisk]]s allowed to reach max activity level or destroyed by damage will drop a single shard after exploding.&lt;br /&gt;
# Found inside crates in the [[warped obelisk]]'s [[labyrinth]]&lt;br /&gt;
# An [[entity]] raid, including [[horax cult]] raids, have a chance scaling with raid points to give a random entity a hidden hediff that will cause it to drop a shard.&lt;br /&gt;
# Obtained via [[Scenario system#The Anomaly|The Anomaly]] starting scenario&lt;br /&gt;
&lt;br /&gt;
Raid points:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid Points || Shard Chance (%)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Raid Points|yAxisTitle=Shard Chance|type=line|x=0, 500, 1000, 5000|y1=15, 30, 50, 80, 100}} || style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Shards are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
Two shards are also required to deactivate the [[corrupted obelisk]] and [[twisted obelisk]], while one is required to deactivate the [[golden cube]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Prioritize best uses of the shard in early, mid and late game. Describe easiest forms of acquisition (metal horror farm?). Recommendations for keeping at least X many on standby for dealing with threats that require them (cube, obelisks)}}&lt;br /&gt;
&lt;br /&gt;
Shards are versatile and required for many aspects of Anomaly. While they are rare in the early game, they become more and more abundant: the colony will have more ways to farm shards and entity raids are more likely to drop shards. In addition, many of the buildings that require shards - such as [[shard beacon]]s and [[serum lab]]s - are capped or only one building is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
It is wise to keep one or two shards on hand in reserve, in case of anomaly threats that require them to deactivate, with the next few shards used to produce [[ghoul]]s. A few ghouls as melee units and melee blockers will make combat challenges easier, including fighting [[dreadmeld]]s, one of the main sources of additional shards.&lt;br /&gt;
&lt;br /&gt;
=== Farming methods ===&lt;br /&gt;
Beyond the natural amount of shards from distress signal quests and entity events, the following methods can be used to gain shards:&lt;br /&gt;
* [[Void provocation]]: Causes another entity event, which may provide a source of shards. A shard is not guaranteed, but void provocation is available in the early game.&lt;br /&gt;
* [[Provoke pit gate]]: Guaranteed to provide 3 shards if the [[dreadmeld]] can be defeated.&lt;br /&gt;
* [[Metalhorror]] farming: This involves intentionally containing and spreading a metalhorror infection, allowing metalhorrors to be farmed for their shards.&lt;br /&gt;
&lt;br /&gt;
In addition, initiating the [[monolith endgame]] will cause [[metalhorror]]s to spawn, resulting in a lot of shards depending on [[raid points]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Shard a.png|One shard&lt;br /&gt;
Shard b.png|Partial stack&lt;br /&gt;
Shard c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sightstealer_arrival&amp;diff=182645</id>
		<title>Sightstealer arrival</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sightstealer_arrival&amp;diff=182645"/>
		<updated>2026-08-06T19:33:35Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Multi-wave raids */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Project|Raids}}&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Sightstealer Arrival is a major threat from the Anomaly DLC. Sightstealer Arrival requires monolith tier 1.&lt;br /&gt;
They can also arrive if a [[creepjoiner]] becomes hostile due to friendly fire and has the [[Creepjoiner#Drawbacks|Sightstealer attack]] drawback.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Sightstealer raids start with a single invisible [[Sightstealer]] from the map's edge, with no warning letter; or multiple sightstealers can raid after a &amp;quot;Distant shriek&amp;quot; raid letter.&lt;br /&gt;
They will not trigger traps and generally will only be revealed when they're about to melee attack. They will trigger [[proximity detector]]s and emit a shrieking sound effect, which allows the player to know their presence, but not their exact location.&lt;br /&gt;
&lt;br /&gt;
=== Multi-wave raids ===&lt;br /&gt;
&lt;br /&gt;
For raids below 400 raid points, the sightstealers arrive as a single wave. At 400 raid points or higher, a multi-wave system is used.&lt;br /&gt;
&lt;br /&gt;
The raid starts with an initial wave consisting of one sightstealer. After this wave is defeated, a &amp;quot;Sightstealer howling&amp;quot; message appears, and a second wave arrives after a delay of 5 hours to 1.5 days. The second wave is generated using 35–65% of the raid points. After the second wave is defeated, there is a 50% chance for a third and final wave to be generated. Another &amp;quot;Sightstealer howling&amp;quot; message will appear, followed by a delay of the same length. The third wave is generated using 100% of the raid points.&lt;br /&gt;
&lt;br /&gt;
The second wave and the third wave (if it occurs) each contain one randomly selected sightstealer that drops {{Icon Small|Shard||1}} [[Shard]] when killed.&lt;br /&gt;
&lt;br /&gt;
The number of waves and the raid point value are fixed when the raid quest is generated. Reloading a save made after the raid has started will not change the number of waves. The raid points at the time additional waves occur do not influence their size. The quest has no upper raid point threshold, so this behavior applies to all raids of 400 raid points or higher.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When encountered early, a single Sightstealer is unlikely to be a threat to even a group of brand new colonists. But when the &amp;quot;Sightstealer howling&amp;quot; message is triggered, it becomes dangerous for any colonist to go outside. Unlike manhunter events, sightstealers' raid give no warning for pawns to run inside, and their speed means that they can quickly surround any group of exposed pawns. In this case, it's best to lock your colonists in, install a [[proximity detector]] or turn up the game volume and listen for their howling sound. When you detect them, open a door and fight them like how you fight a manhunter event.&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sightstealer_arrival&amp;diff=182644</id>
		<title>Sightstealer arrival</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sightstealer_arrival&amp;diff=182644"/>
		<updated>2026-08-06T19:10:21Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Multi-wave raids */  expanded on how exactly the waves work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Project|Raids}}&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Sightstealer Arrival is a major threat from the Anomaly DLC. Sightstealer Arrival requires monolith tier 1.&lt;br /&gt;
They can also arrive if a [[creepjoiner]] becomes hostile due to friendly fire and has the [[Creepjoiner#Drawbacks|Sightstealer attack]] drawback.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Sightstealer raids start with a single invisible [[Sightstealer]] from the map's edge, with no warning letter; or multiple sightstealers can raid after a &amp;quot;Distant shriek&amp;quot; raid letter.&lt;br /&gt;
They will not trigger traps and generally will only be revealed when they're about to melee attack. They will trigger [[proximity detector]]s and emit a shrieking sound effect, which allows the player to know their presence, but not their exact location.&lt;br /&gt;
&lt;br /&gt;
=== Multi-wave raids ===&lt;br /&gt;
&lt;br /&gt;
For raids below 400 raid points, the sightstealers arrive as a single wave. At 400 raid points or higher, a multi-wave system is used.&lt;br /&gt;
&lt;br /&gt;
The raid starts with an initial wave consisting of one sightstealer. After this wave is defeated, a &amp;quot;Sightstealer howling&amp;quot; message appears, and a second wave arrives after a delay of 5 hours to 1.5 days. The second wave is generated using 35–65% of the raid points. After the second wave is defeated, there is a 50% chance for a third and final wave to be generated. Another &amp;quot;Sightstealer howling&amp;quot; message will appear before its arrival, followed by a delay of the same length. The third wave is generated using 100% of the raid points.&lt;br /&gt;
&lt;br /&gt;
The second wave and the third wave (if it occurs) each contain one randomly selected sightstealer that drops {{Icon Small|Shard||1}} [[Shard]] when killed.&lt;br /&gt;
&lt;br /&gt;
The number of waves and the raid point value are fixed when the raid quest is generated. Reloading a save made after the raid has started will not change the number of waves. The raid points at the time additional waves occur do not influence their size. The quest has no upper raid point threshold, so this behavior applies to all raids of 400 raid points or higher.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When encountered early, a single Sightstealer is unlikely to be a threat to even a group of brand new colonists. But when the &amp;quot;Sightstealer howling&amp;quot; message is triggered, it becomes dangerous for any colonist to go outside. Unlike manhunter events, sightstealers' raid give no warning for pawns to run inside, and their speed means that they can quickly surround any group of exposed pawns. In this case, it's best to lock your colonists in, install a [[proximity detector]] or turn up the game volume and listen for their howling sound. When you detect them, open a door and fight them like how you fight a manhunter event.&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bioferrite&amp;diff=182638</id>
		<title>Bioferrite</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bioferrite&amp;diff=182638"/>
		<updated>2026-08-06T09:07:38Z</updated>

		<summary type="html">&lt;p&gt;BAVy: filled out some of the missing stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|metallic&lt;br /&gt;
| name = Bioferrite&lt;br /&gt;
| image = Bioferrite c.png&lt;br /&gt;
| description = An exotic metal-like fibrous substance with both organic and metallic properties. Bioferrite is produced by microscopic mechanites as they process organic material. In cases of disordered mechanite behavior, this happens in a chaotic, cancer-like way.&amp;lt;br&amp;gt;The material is known to interact with some types of psychic flows. If pressurized under specific conditions, bioferrite becomes extremely flammable, making it a useful fuel.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Metal&lt;br /&gt;
| stuff category = Bioferrite, Metallic&lt;br /&gt;
| marketvalue = 0.75&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.25&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| terrain affordance = Medium&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 0.25&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to build factor = 2.5&lt;br /&gt;
| work to make factor = 2.5&lt;br /&gt;
| max hit points factor = 2&lt;br /&gt;
| flammability factor = 0.75&lt;br /&gt;
| armor - sharp factor = 1.1&lt;br /&gt;
| armor - blunt factor = 0.5&lt;br /&gt;
| armor - heat factor = 0.5&lt;br /&gt;
| insulation - cold factor = 2.5&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee sharp damage factor = 1.3 &lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.85&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Bioferrite&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (100, 80, 80)&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| default color = &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = &lt;br /&gt;
| graphic path = Things/Item/Resource/Bioferrite&lt;br /&gt;
| label = bioferrite&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| volume = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Bioferrite'''  is a [[metal]]lic [[material]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=1) Detail needed 2) When sufficient detail, consider adding Acquisition optimisation to analysis}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table}}&lt;br /&gt;
Bioferrite can be extracted from [[Entities]] securely held in [[Holding spot]]s or [[Holding platform]]s using a [[Bioferrite harvester]], amounts are as described in the following table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center sortable}}&lt;br /&gt;
! Entity&lt;br /&gt;
! Bioferrite Per Day&lt;br /&gt;
|-&lt;br /&gt;
! [[Harbinger tree]]&lt;br /&gt;
| 0&amp;lt;br&amp;gt;(15 upon chopping){{Check Tag|Growth|Rewrite to be based a ranged on growth and growth when fed}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Shambler]]&lt;br /&gt;
| 0.2-4.0&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Body size dependent)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ghoul]]&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Fingerspike]]&lt;br /&gt;
| 1.2&lt;br /&gt;
|-&lt;br /&gt;
! [[Sightstealer]]&lt;br /&gt;
| 1.6&lt;br /&gt;
|-&lt;br /&gt;
! [[Trispike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Toughspike]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| 2.0-4.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Gorehulk]]&lt;br /&gt;
| 3 &lt;br /&gt;
|-&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| 3.23&lt;br /&gt;
|-&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Bulbfreak]]&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| 7.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
100 bioferrite is included in &amp;quot;The Anomaly&amp;quot; starting scenario. &lt;br /&gt;
&lt;br /&gt;
{{Transmute Steel Acquisition Note}}&lt;br /&gt;
&lt;br /&gt;
Bioferrite can also be obtained from orbital [[trade ship]]s or by [[electric smelter|smelting]] bioferrite equipment.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Equipment made of bioferrite as the [[stuff]] material has additional effects beyond the normal statistical effects of the material. These effects scale with the [[quality]] of the item made. Note that items that merely include bioferrite in the recipe, and do not use it as the stuff material, such as the [[ceremonial hood]] do not offer these effects.&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply a multiplier to the wearer's psychic sensitivity. These multipliers stack multiplicatively with one another and with other bonuses from [[eltex]]{{RoyaltyIcon}} items {{Check Tag|Prestige?|Prestige armor implements it bonus differently, check how it stacks}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Psychic Sensitivity&lt;br /&gt;
| ×1.06&lt;br /&gt;
| ×1.08&lt;br /&gt;
| ×1.1&lt;br /&gt;
| ×1.13&lt;br /&gt;
| ×1.15&lt;br /&gt;
| ×1.17&lt;br /&gt;
| ×1.20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a pawn with a base psychic sensitivity of 100%, a [[psychic sensitizer]],{{RoyaltyIcon}} a normal [[eltex shirt]],{{RoyaltyIcon}} and a bioferrite item of normal, good, and excellent quality, would result in a psychic sensitivity of:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic sensitivity''' = ((100% + 25%) + 8.3%) * 1.1 * 1.13 * 1.15 = {{%|((1 + 0.25) + 0.083) * 1.1 * 1.13 * 1.15 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipped items stuffed from bioferrite apply an offset to both [[neural heat limit]] and [[neural heat recovery rate]],{{RoyaltyIcon}} which stacks additively. Note that the heat limit bonus stacks with the bonus to the limit from the increased psychic sensitivity, however due to the sensitivity bonus' multiplicative nature the total bonus cannot be easily quantified without assuming what other bonuses to sensitivity a pawn may have. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Neural Heat Limit&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
! Neural Heat Recover Rate&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
| 0.04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Bioferrite can be used as a material for [[stuff]]able items with the [[Metallic]] stuff tag. Bioferrite is also the only &amp;quot;Bioferrite&amp;quot; material for [[stuffable]] items, allowing the requirement of bioferrite in the recipe but also allowing them to gain the psychic benefits detailed above. This affects the following items:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Stuff Tags::~*ioferrit*]]&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Icon List&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bioferrite can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
Bioferrite is used to refuel the following:&lt;br /&gt;
* [[Atmospheric heater]]s, at a rate of {{Icon Small|Bioferrite||~6-8}}/day.&lt;br /&gt;
* [[Bioferrite generator]]s, at a rate of {{Icon Small|Bioferrite||6}}/day.&lt;br /&gt;
* [[Disruptor flare pack]]s, at a rate of {{Icon Small|Bioferrite||5}}/charge.&lt;br /&gt;
* [[Hellcat rifle]] mini-burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
* [[Incinerator]] burner charges, at a rate of {{Icon Small|Bioferrite||10}}/charge.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is consumed by the following [[psychic rituals]]:&lt;br /&gt;
* [[Blood rain]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
* [[Chronophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Draw animals]], at a cost of {{Icon Small|Bioferrite||10}}.&lt;br /&gt;
* [[Draw fleshbeasts]], at a cost of {{Icon Small|Bioferrite||50}}.&lt;br /&gt;
* [[Draw shamblers]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Neurosis pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Pleasure pulse]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Provoke pit gate]], at a cost of {{Icon Small|Bioferrite||75}}.&lt;br /&gt;
* [[Psychophagy]], at a cost of {{Icon Small|Bioferrite||20}}.&lt;br /&gt;
* [[Skip abduction]], at a cost of {{Icon Small|Bioferrite||60}}.&lt;br /&gt;
&lt;br /&gt;
The following operations require bioferrite:&lt;br /&gt;
* [[Bliss lobotomy]], at a cost of {{Icon Small|Bioferrite||30}}.&lt;br /&gt;
* [[Ghoul|Ghoul infusion]], at a cost of {{Icon Small|Bioferrite||30}} and {{Icon Small|Shard||1}} [[shard]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Bioferrite_psychic_sensitivity_stack.png|right| Max psy sensitivity]]&lt;br /&gt;
Bioferrite is an excellent material for [[stuffable]] sharp melee weapons. It is most easily considered a sidegrade to [[plasteel]]; bioferrite weapons deal more damage per hit and boasts higher {{AP}}, but plasteel weapons attack 20% more quickly. The choice of which to use for any given fighter should be made on a case-by-case basis depending on their needs. Keep in mind that ultratech melee weapons such as [[monosword]]s {{RoyaltyIcon}} will still typically beat out both plasteel and bioferrite weapons of comparable item quality.&lt;br /&gt;
&lt;br /&gt;
From a statistical perspective, bioferrite is the strongest material for [[spike trap]]s. With a melee damage of 26 and AP of 39%, it deals more damage than plasteel traps against all enemies. It's also more durable and less flammable than [[wood]] traps. However, although bioferrite is ostensibly easy to obtain if you have captured some entities, production is typically quite slow without extensive containment facilities; single-use spike traps are thus a comparatively frivolous use for the material, especially for colonies that make extensive use of [[psychic ritual]]s.&lt;br /&gt;
&lt;br /&gt;
Bioferrite is typically more accessible than [[eltex]] {{RoyaltyIcon}} for increasing [[psychic sensitivity]]. It is much more reliably obtained both generally and at high qualities, its boost to sensitivity is multiplicative with all other buffs except [[blindsight]] {{IdeologyIcon}}, and unlike eltex, bioferrite equipment can provide a respectable amount of armor. Because sensitivity boosts from bioferrite gear multiply with one another, they become proportionally stronger when combined; a pawn can reach in excess of 2000% psychic sensitivity when given all possible boosts, making [[psycast]]ers {{RoyaltyIcon}} or colonists with installed [[psychic harmonizer]]s {{RoyaltyIcon}} exceptionally powerful. Bear in mind that pawns with this level of psychic sensitivity are acutely vulnerable to [[psychic drone]]s, so keeping a way to render them unconscious as needed is a prudent choice - [[cryptosleep casket]]s, [[biosculpter pod]]s {{IdeologyIcon}} (any cycle will do) or even [[Anesthetic|anesthetizing]] them as needed will all work for this purpose.&lt;br /&gt;
&lt;br /&gt;
As a building material, bioferrite has exactly twice the HP of [[steel]] and is the third most durable material in the game behind plasteel and [[uranium]]. Each unit of bioferrite is 62.5% the silver value of a unit of [[wood]], which can help with [[wealth management]]. Bioferrite is [[flammable]].&lt;br /&gt;
&lt;br /&gt;
Due to the 85% rest effectiveness of bioferrite, which is lower than any other material, it is a suitable material for prison beds. An awful bioferrite bed has a rest effectiveness of 73%, even lower than a sleeping spot. This causes prisoners to spend more time asleep, prolonging their prison break interval while avoiding the mood debuff when sleeping on the floor.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite plating]] is ugly, making it it ill-suited for use outside of containment cells. Bioferrite also has a mighty {{Bad|x25%}} penalty to beauty when used for art other than [[void sculpture]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acquisition analysis ===&lt;br /&gt;
In general, the daily amount of gained bioferrite should be weighed carefully against the ease of handling various entity escapes.&lt;br /&gt;
&lt;br /&gt;
[[Fleshmass nucleus|Fleshmass nuclei]] and [[nociosphere]]s never escape and provide large amounts of bioferrite generation, so long as they are consistently suppressed. Both provide other benefits while being contained by a colony.&lt;br /&gt;
&lt;br /&gt;
[[Noctol]]s, [[gorehulk]]s, and [[chimera]]s provide ~3-3.2 bioferrite per day, and are relatively easy to subdue during an escape attempt. [[Toughspike]]s provide slightly less bioferrite, but are more common and can be crippled through frostbite to ensure they are incapable of moving (described further below). They provide more per day than [[ghoul]]s, [[fingerspike]]s, and [[sightstealer]]s, all while not being a significant leap in combat risk.&lt;br /&gt;
&lt;br /&gt;
[[Shambler]]s grant bioferrite equal to their [[Body_Size|body size]], or what their bioferrite generation was before if a reanimated entity. The vast majority of shamblers will provide less bioferrite than a toughspike. Body size 3+ shamblers are also some of the most fearsome wildlife- megasloths, thrumbo, elephants, and rhinoceros. &lt;br /&gt;
&lt;br /&gt;
Although a single [[revenant]] provides double the daily bioferrite of a toughspike, an escaped Revenant will likely require the attention of the entire colony, while a single escaped toughspike can typically be downed by a handful of colonists or a single ghoul. [[Devourer]]s' swallow attack makes them more dangerous during an escape than smaller entities, but not so dangerous as to make keeping them unwise.&lt;br /&gt;
&lt;br /&gt;
[[Trispike]]s and [[bulbfreak]]s die shockingly easily when damaged and split into smaller fleshbeasts on death, which usually reduces their bioferrite generation as not all the spawned fleshbeasts are likely to survive the resulting combat.&lt;br /&gt;
&lt;br /&gt;
[[Harbinger tree]]s are an inefficient source of bioferrite, but they can serve as supplementary or reserve source in a pinch.&lt;br /&gt;
&lt;br /&gt;
==== Immobilizing entities ====&lt;br /&gt;
Entities that are incapable of movement will never attempt to escape, making long-term containment a risk-free proposition. Nearly all entity types possess an anatomy similar to humans - such as a spine and legs - and can thus be rendered immobile through the destruction of the relevant body parts.&lt;br /&gt;
&lt;br /&gt;
This is difficult for most entities, but notably for the purposes of farming, [[fleshbeast]]s are vulnerable to hypothermia at temperatures below {{Temperature|-40}}. [[Toughspike]]s in particular are well-suited to this purpose; they are durable enough to survive hypothermia unlike [[fingerspike]]s, and do not split into smaller fleshbeasts when downed. Carefully subjecting a toughspike to hypothermia to the point where it develops frostbite, and then tending the resulting bleeding when body parts are lost, can allow a player to remove all of their limbs without killing the toughspike. This consistently renders them immobile and thus unable to escape.&lt;br /&gt;
&lt;br /&gt;
A containment room with 8 holding platforms filled with immobilized toughspikes connected to a [[bioferrite harvester]] will provide 16 bioferrite per day, with no risk of escapes. [[Holding spot]]s can be used in place of holding platforms in order to save on materials.&lt;br /&gt;
&lt;br /&gt;
Other, less reliable methods of immobilizing entities is through either releasing them and attacking them until their limbs are damaged enough to be removed by an attack, or using the electroharvester and waiting patiently until their brain becomes scarred enough that they can never escape. The former method is, needless to say, quite dangerous if the entity isn't already downed when released, and always runs the risk of killing the entity instead of downing it. Slashing weapons are the most useful weapons for this purpose, since blunt weapons have an overkill mechanic that deals excess damage to the parent part, which often leads to the torso getting destroyed in the process. As for the latter method, it would require extreme patience, as the odds of an entity getting brain damage from an electroharvester are quite low, and even then it requires this sort of damage to happen multiple times before the entity is immobilized.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bioferrite a.png|One bioferrite&lt;br /&gt;
Bioferrite b.png|Partial stack&lt;br /&gt;
Bioferrite c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tribal_headdress&amp;diff=182637</id>
		<title>Tribal headdress</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tribal_headdress&amp;diff=182637"/>
		<updated>2026-08-06T09:16:01Z</updated>

		<summary type="html">&lt;p&gt;BAVy: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Tribal headdress&lt;br /&gt;
|image = Tribal headdress.png&lt;br /&gt;
| description = Elegant traditional garb, often with religious significance. Improves social impact.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 2.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| production facility 2 = Hand tailor bench&lt;br /&gt;
| production facility 3 = Electric tailor bench&lt;br /&gt;
| work to make = 6000&lt;br /&gt;
| work speed stat = General Labor Speed &lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| stuff tags = Fabric&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| market value = 35.1&lt;br /&gt;
| armorbluntfactor = 0.20&lt;br /&gt;
| armorsharpfactor = 0.20&lt;br /&gt;
| armorheatfactor = 0.20 &lt;br /&gt;
| insulationcoldfactor = 0.1&lt;br /&gt;
| insulationheatfactor = 0.15&lt;br /&gt;
| mass base = 0.11&lt;br /&gt;
| equipdelay = 1.5&lt;br /&gt;
| slave suppression offset = -0.10&lt;br /&gt;
| lifestage = Child, Adult&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| has quality = true&lt;br /&gt;
| countsAsClothingForNudity = false&lt;br /&gt;
| thingCategories = Headgear&lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
| tradeTags = BasicClothing&lt;br /&gt;
}}&lt;br /&gt;
The '''tribal headdress''' is a tribal [[clothing]] item that covers the head. It provides a +15% increase to [[Social Impact]], minimal armor for the head and ears, and modest insulation.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
For [[New Tribe]]s, {{Acquisition}} [[Scenario_system#New Tribe vs New Arrivals|New Arrivals]] can never craft tribal headdresses. [[Leathers]] can't be used to craft tribal headdresses.&lt;br /&gt;
&lt;br /&gt;
They can also be [[Trade|purchased]] from [[Tribal]] traders, or obtained from the following [[raider]] kinds:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribes#Trader|Trader]] || 100% || Normal || 50-180%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribes#Archer chief|Archer chief]] || 100% || Normal || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribes#Berserker chief|Berserker chief]] || 100% || Normal || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Social Impact}}&lt;br /&gt;
{{Apparel Social Impact Note|15}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Suppression Note|-0.10}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Tribal headdresses can be used to increase [[Social Impact]] in the very early game, before you have access to a [[hand tailor bench]]. [[Veil]]s cost less material, they take less work to make, they protect just as much against bullets, insulate better against temperature, and they cover the entire face, whilst the tribal headdress only covers the head and ears. Social Impact increases [[opinion]] impact (positive and negative), and boosts the qualify of certain [[ritual]]s{{IdeologyIcon}}. When used for rituals, only 1 person needs a headdress, and it can be taken off as soon as the ritual is over.&lt;br /&gt;
&lt;br /&gt;
Once you have researched [[Research#Complex clothing|Complex clothing]], there is even less purpose for this item. The [[hood]] offers the same protection, somewhat better heat insulation, costs the same amount of material and work to make, and offers +20% Social Impact instead of +15%.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should not be using a tribal headdress for combat, but if you have no other materials, then it offers ''some'' sort of protection. It is better to swap to some sort of helmet when engaging in battle. A steel [[simple helmet]] beats a [[hyperweave]] headdress, the best material of headdress, of the same quality. If you have spare hyperweave leftover, it's likely better to use it on the more protective veil instead.&lt;br /&gt;
&lt;br /&gt;
Thus, the tribal headdress has a very small niche: when you have access to fabric AND when you need a Social Impact boost, but before you have access to Complex Clothing. You may also want to use a tribal headdress if you obtain a particularly great / high quality one for protection in the early game.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechlord_helmet&amp;diff=182636</id>
		<title>Mechlord helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechlord_helmet&amp;diff=182636"/>
		<updated>2026-08-06T09:23:52Z</updated>

		<summary type="html">&lt;p&gt;BAVy: the mass was wrong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Mechlord helmet&lt;br /&gt;
| image = MechlordHelmet.png&lt;br /&gt;
| description = A heavy plasteel-weave helmet packed with mechanitor-assistance gear. The mechlord helmet dramatically amplifies a mechanitor's bandwidth, but is somewhat less protective than dedicated heavy armor.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 240&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| production facility 2 = &lt;br /&gt;
| research = Ultra mechtech&lt;br /&gt;
| work to make = 15750&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = Nano structuring chip&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| armorsharp = 92&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorheat = 46&lt;br /&gt;
| insulationcold = 4&lt;br /&gt;
| insulationheat = 2&lt;br /&gt;
| vacuum resistance offset = 0.65&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| coverage = Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| tags = RoyalTier7, Mechlord&lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''mechlord helmet''' is a piece of [[apparel]] added by the [[Biotech DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Mechlord helmets have the same defensive stats as [[recon helmet]]s. The helmet itself has {{P|Max Hit Points Base}} {{HP}}, which is {{Good|{{%|{{P|Max Hit Points Base}}/{{Q|Recon helmet|Max Hit Points Base}} - 1 round 2}}}} higher than regular recon armor.&lt;br /&gt;
&lt;br /&gt;
It increases a [[mechanitor]] wearer's [[bandwidth]] by {{+|12}} while decreasing any wearer's [[Shooting Accuracy]] by {{--|5}} and [[Melee Hit Chance]] by {{--|0.5}}. These stats are not impacted by [[quality]].&lt;br /&gt;
&lt;br /&gt;
To consider themselves properly dressed and avoid a {{--|4}} [[Mood|''&amp;quot;Want &amp;lt;TITLE&amp;gt;-specific apparel&amp;quot;'']] moodlet, [[Titles|nobles]]{{RoyaltyIcon}} must wear a rank-appropriate pieces of headwear. A {{lc:{{PAGENAME}}}} satisfies the headwear requirements of all nobles. Note that any quality requirements must still be met to avoid the separate and stacking a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-quality apparel''&amp;quot; moodlet.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Suppression Note|-0.10}}&lt;br /&gt;
&lt;br /&gt;
A mechlord helmet increases the [[vacuum resistance]]{{OdysseyIcon}} of its wearer by {{+|{{%|{{P|Vacuum Resistance Offset}}}}}}. [[Quality]] does not affect this resistance.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Providing the same armor and coverage as a [[recon helmet]] and providing debuffs to combat skills, while also offering the largest buff to bandwidth, the mechlord helmet is for [[mechanitor]]s that prefer to rely more heavily on their mechanoids to do the fighting instead of themselves. With the best armor ''and'' the best bandwidth of all the mechanitor headwear, it is the ultimate headpiece for them. It meets the apparel requirements of nobility as well.&lt;br /&gt;
&lt;br /&gt;
As it deteriorates over time, and losing one means losing control of some of your mechanoids, make sure to have some way to replace one.&lt;br /&gt;
&lt;br /&gt;
Comparison with a cataphract helmet and band nodes. 12 [[band node]]s and 4 [[chemfuel powered generator]]s will require 2,800 steel and 36 components. A cataphract helmet requires {{Required Resources|Cataphract helmet}}. These materials are much easier to obtain than nano structuring chips and extra advanced components required by the mechlord helmet. 12 band nodes also give fewer [[raid points]] than a mechlord's helmet. Also, a cataphract helmet gives more protection, and reduces the likelihood of losing a mechanitor due to an unlucky pilum to the head. &lt;br /&gt;
&lt;br /&gt;
It is worth remembering that band nodes are vulnerable to solar flares. Since solar flares last less than one day, mechanoids do not run wild. But during a solar flare, colonies relying on combat mechanoids will be left without protection.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&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]] - Mechlord armor satisfies royal [[title]] requirements.{{RoyaltyIcon}}&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Slave suppression offset of −10% added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=182635</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=182635"/>
		<updated>2026-08-06T09:38:31Z</updated>

		<summary type="html">&lt;p&gt;BAVy: &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 = strict carnivorous&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 [[monolith]] level 1 or higher or if ambient horror is enabled. 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;
Beyond food, ghouls have no other needs, [[mood]], or relationships. Any 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 {{Thought|value=-6|label=&amp;lt;Name&amp;gt; became a ghoul|desc=That vacant look... Are they even in there anymore?|stack=5|duration=20}} if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail needed|Minimum exact causes}}&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 friendly 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;
Ghouls may be targeted by the [[twisted obelisk]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&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;
* [[Version/1.6.4566|1.6.4566]] - Fix: Ghouls couldn't right-click-use serums.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Ghouls can no longer go on caravans alone.&lt;br /&gt;
** Fix: Ghouls now exit shuttles drafted like other colonists.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_tongue&amp;diff=182634</id>
		<title>Bionic tongue</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_tongue&amp;diff=182634"/>
		<updated>2026-08-06T10:10:23Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Summary */ added thought template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main&lt;br /&gt;
| name = Bionic tongue&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = An artificial tongue replacement. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 8&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass = 5&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| body part = Tongue&lt;br /&gt;
}}&lt;br /&gt;
A '''bionic tongue''' acts as a replacement for a removed tongue. It has 100% part efficiency, perfectly replacing but not exceeding the capabilities of a natural tongue. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also be [[Trade|bought]] from traders.{{Check Tag|Which?}}{{Check Tag|Quest rewards?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Rewrite|section=1|reason=Format standard}}&lt;br /&gt;
Bionic tongues fully replace an organic tongue. Without a tongue, pawns have 0% [[Talking]] and are unable to:&lt;br /&gt;
* Initiate or respond to relationship requests, become lovers, or propose marriage.&lt;br /&gt;
* Engage in conversations, good or bad.&lt;br /&gt;
** Rebuff or be rebuffed by others.&lt;br /&gt;
** Trigger [[social fight]]s by insulting others.&lt;br /&gt;
** Increase [[opinion]] of an existing romantic partner.&lt;br /&gt;
* Try to convert others to their [[ideoligion]].{{IdeologyIcon}}&lt;br /&gt;
* (to be checked): Issue role commands.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
In addition, a pawn without a tongue is considered [[disfigured]], giving {{--|15}} [[opinion]] from others. They will also have a {{Thought|desc=I am missing my tongue. It is so frustrating not being able to speak!|label=Missing Tongue|value=-8|stack=1}} until the tongue is replaced.&lt;br /&gt;
&lt;br /&gt;
Installing [[denture]]s or a [[bionic jaw]] will also replace a missing tongue, as well as removing any previously installed bionic tongues upon installation. It is impossible to install a bionic tongue on a colonist with a bionic jaw.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As a bionic tongue has the same stats as a regular tongue, installing one on a healthy pawn serves no physical purpose. It can replace a missing tongue, although installing a [[denture]] will replace a missing tongue at partial effectiveness and a [[bionic jaw]] will replace it at {{Good|125%}} effectiveness. Alternatively, if [[Ideology DLC]] is installed, the [[biosculpter pod]]'s [[bioregeneration cycle]] {{IdeologyIcon}} can be used to directly restore the tongue at the cost of {{Icon Small|glitterworld medicine}} 2 instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn's tongue is missing, installing a denture is usually the more cost-effective option. A denture does have a [[Talking]] and [[Eating]] penalty, but unless that pawn uses the [[talking]] stat (wardening, trading, taming), the penalty is small enough to be tolerable. Alternatively, not replacing the tongue will prevent all negative converstations, which can help with [[trait]]s like Abrasive, but removes relationship penalties. Note that the [[healer mech serum]] can heal a missing tongue in place of other ailments, so replacing the tongue may allow healer mech serum to target another condition.&lt;br /&gt;
&lt;br /&gt;
[[Bionic jaw]]s replace the tongue, offer better Eating and Talking (although no stat benefits from Talking over 100%), and are not much more expensive. Therefore, jaws are a better option for wardens as the extra Talking can help in case of injury.&lt;br /&gt;
&lt;br /&gt;
Body modders and [[transhumanist]]s{{IdeologyIcon}} will be happier when using any artificial body part. Among the {{hover title|RimWorld base content without DLC|core RimWorld}} artificial parts that don't have any downsides, bionic tongues require the fewest [[advanced component]]s. This should be compared to [[denture]]s and [[cochlear implant]]s, which only gives a penalty to jobs using the Social or Animals skills. With the [[Royalty DLC]], [[venom fangs]],{{RoyaltyIcon}} [[knee spike]]s,{{RoyaltyIcon}} and [[elbow blade]]s{{RoyaltyIcon}} can provide a similar benefit without requiring advanced components and [[xenogerm]]s{{BiotechIcon}} are effectively free, even a purely cosmetic gene will satisfy them.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=182633</id>
		<title>Chronophagy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=182633"/>
		<updated>2026-08-06T10:35:31Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Ritual */ added thought template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Chronophagy &lt;br /&gt;
| image = Chronophagy.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.&lt;br /&gt;
| research = Chronophagy &lt;br /&gt;
| ritual duration = 10000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
}}&lt;br /&gt;
'''Chronophagy''' is a [[psychic ritual]] that de-ages and removes some age related [[ailments]] of the invoker while aging the target.&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=Needs participant kinds and numbers}}&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Chronophagy reduces the age of the invoker by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, with every 4% ritual quality corresponding to an additional year transferred.{{Check Tag|Detail needed|Is it years=1+(Quality/4) or is it years=(Quality/4)? Verify, and correct here and in graph}}  See the graph below for easy reference. The ritual cannot reduce the invoker's age below 13; if the invoker is would be reduced below that age, it is capped at 13, but the target is aged the &amp;quot;full&amp;quot; amount as if the cap did not exist.&lt;br /&gt;
&lt;br /&gt;
If the invoker has an ailment that can be acquired through aging, and is rejuvenated to an age that is below the minimum age of the ailment, then the ailment will be cured. See This occurs regardless of how the ailment was acquired. Note that the minimum age is '''not''' the first birthday that an ailment can occur. For example, [[Alzheimer's]] has a minimum age of 33.6 years. The first possible chance to receive Alzheimer's is the 34th birthday, but the invoker must be de-aged to 33 or below to remove Alzheimers.&lt;br /&gt;
&lt;br /&gt;
The target gains age-related ailments as if they had had each natural birthday, with the associated chances. See the pages of the relevant ailments for the chance to receive them each year. Brain damage is inflicted in the form of a psychic burn. The amount of damage based on their age before the ritual, and is affected by the [[Incoming Damage Multiplier]] of the pawn.&lt;br /&gt;
&lt;br /&gt;
Regardless of the ritual quality or the number of years de-aged, the invoker will have one random [[scar]] removed, and will have a 50% chance to have a second scar removed.&lt;br /&gt;
&lt;br /&gt;
Chronophagy cannot heal [[crumbling mind]].&lt;br /&gt;
&lt;br /&gt;
=== List of curable ailments ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Age to cure !! Age to first gain&lt;br /&gt;
|-&lt;br /&gt;
| [[Artery blockage]] || 19 || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Carcinoma]] || 22 || 23&lt;br /&gt;
|-&lt;br /&gt;
| [[Alzheimer's]] || 33 || 34&lt;br /&gt;
|-&lt;br /&gt;
| [[Bad back]] || 39 || 41&lt;br /&gt;
|-&lt;br /&gt;
| [[Cataract]]s&amp;lt;br&amp;gt;[[Hearing loss]] || 47 || 49&lt;br /&gt;
|-&lt;br /&gt;
| [[Frail]] || 49 || 51&lt;br /&gt;
|-&lt;br /&gt;
| [[Dementia]] || 67 || 69&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Years aged and damage dealt ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Years Transferred by Quality &lt;br /&gt;
! Base Brain Damage by Pre-Ritual Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=150|type=area|xAxisTitle=Quality (%) |yAxisTitle=Years transferred|x=0,100|y=1,26|xGrid = |yGrid = }} &lt;br /&gt;
| {{Graph:Chart|width=400|height=150|type=line|xAxisTitle=Pre-Ritual Age|yAxisTitle=Base brain damage|x=0,70,90,100,140|y=1,1,5,8,10|yAxisMin=0|xGrid = |yGrid =}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ritual ===&lt;br /&gt;
Applies a stacking mood debuff for participants:&lt;br /&gt;
* 1 ritual: {{Thought|desc=It feels wrong to have participated in that ritual.|label=Chronophagy guilt|value=-3|stack=1|duration=6}}&lt;br /&gt;
* 2 rituals: {{Thought|desc=That ritual was a crime against its victim. I shouldn't have been there.|label=Chronophagy guilt|value=-6|stack=1|duration=6}}&lt;br /&gt;
* 3+ rituals: {{Thought|desc=That ritual was nothing short of torture. It's evil!|label=Chronophagy guilt|value=-10|stack=1|duration=6}}&lt;br /&gt;
Disabled by: [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Scars and ailments ===&lt;br /&gt;
Chronophagy is one of the few ways to cure scars, [[Alzheimer's]], [[frail]], and [[dementia]]. These can also be cured by [[luciferium]], [[healer mech serum]], the [[bioregeneration cycle]],{{IdeologyIcon}} the [[Scarless]] [[gene]],{{BiotechIcon}} and [[unnatural healing]]. Compared to these options:&lt;br /&gt;
* Chronophagy comes with no lasting downsides, unlike [[luciferium]] or [[sanguophage]]{{BiotechIcon}} implantation.&lt;br /&gt;
* Chronophagy is cheap and guaranteed to be accessible with enough [[void provocation]]s, unlike [[healer mech serum]], [[Scarless]] [[genepack]]s,{{BiotechIcon}} and pawns with [[unnatural healing]].&lt;br /&gt;
* Chronophagy takes less time than a [[bioregeneration cycle]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
Overall, chronophagy is arguably the most effective way to cure scars, as it is cheap and readily available once researched. For ailments, chronophagy relies the ritual quality being higher enough for the pawn to fall below the age threshold, or multiple rituals being used, as well as having a [[psychic sensitivity]] above 0%.&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
Reducing a colonist's age has benefits of its own. The older a pawn is, the higher their chance to develop [[Ailments#Chronic|chronic ailments]], and the lower their [[Fertility]]{{BiotechIcon}} and [[Immunity Gain Speed]]. Pawns closer in age have an easier time forming [[romance]]s, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in [[lovin']]. The [[Ideoligion#Transhumanist|transhumanist]] ideology{{IdeologyIcon}} includes a need for age reversal after pawns reach age 25.&lt;br /&gt;
&lt;br /&gt;
Conversely, there are downsides to allowing pawns to become younger than 18. Pawns from 13-17 have numerous [[Children#Stats|statistics]] lower than a fully grown pawn, including reduced HP, a [[Global Work Speed]] of .83, a move speed of 0.95x, and a higher risk of [[overdose]] and [[Drugs#Addiction|addiction]] from reduced body size. Pawns under 16 cannot have [[children]]{{BiotechIcon}} of their own.&lt;br /&gt;
&lt;br /&gt;
In most cases, it is not ''necessary'' to use chronophagy until a scar/ailment forms, are old to the point that [[Immunity Gain Speed]] is affected, or if the pawn follows a [[Transhumanist]] [[ideoligion]].{{IdeologyIcon}} Still, keeping most of the colony young has a small benefit, so chronophagy purely for age reasons should be done once the costs of acquiring [[prisoner]]s and [[bioferrite]] are minimal. In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's.&lt;br /&gt;
&lt;br /&gt;
=== Age sustaining ===&lt;br /&gt;
For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age.&lt;br /&gt;
&lt;br /&gt;
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required {{Icon Small|bioferrite||20}} [[bioferrite]] per ritual. If bioferrite is in surplus, then [[skip abduction]]s can to provide easy access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a chronophagy in any given year.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.|&amp;quot;[...] from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.&amp;quot;}}'' changed to ''{{Hover title|Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.|&amp;quot;[...] from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.&amp;quot;}}''. {{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychophagy&amp;diff=182632</id>
		<title>Psychophagy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychophagy&amp;diff=182632"/>
		<updated>2026-08-06T10:36:23Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Summary */ added thought template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Psychophagy &lt;br /&gt;
| image = Psychophagy.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Consume the psychic sensitivity of a target. The invoker will increase their psychic sensitivity for a period of time. The effect does not stack. The target will suffer brain damage, causing them to fall into a coma for several days.&lt;br /&gt;
| research = Psychophagy &lt;br /&gt;
| ritual duration = 10000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
}}&lt;br /&gt;
'''Psychophagy''' is a [[psychic ritual]] that provides a long duration buff to the invoker's [[psychic sensitivity]] at the cost of rendering the target permanently [[psychically dead]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|reason= Summary format. Needs participant kinds and numbers}}&lt;br /&gt;
&lt;br /&gt;
* Grants the &amp;quot;Psychophage&amp;quot; [[hediff]], which grants 50% psychic sensitivity to the invoker for the duration of the effect.&lt;br /&gt;
* 1 day of duration gained per 1% ritual quality.&lt;br /&gt;
* Casting the ritual again will stack the duration, but the psychic sensitivity boost is unaffected.&lt;br /&gt;
* Has a chance of:&lt;br /&gt;
** Liquefying targets brain, killing them in the process,.&lt;br /&gt;
** Applying a psychic scarring to the brain. {{Check Tag|Verify|Scar always applied if target survives? Different levels of scar (in small sample size its always 1-1.2hp / 2% pain)}}  &lt;br /&gt;
* Target becomes [[psychically dead]], permanently setting their psychic sensitivity to 0%. Unlike [[psychically deaf]], this is a multiplier, not an additive offset, so no source of psychic sensitivity can bring it above 0%. This effectively prevents consequent usages of Psychophagy (or any phage rituals) on same pawn. &lt;br /&gt;
* Applies a stacking mood debuff for participants:&lt;br /&gt;
** 1 ritual: {{Thought|desc=It feels wrong to have participated in that ritual.|label=Psychophagy guilt|value=-3|stack=1|duration=6}}&lt;br /&gt;
** 2 rituals: {{Thought|desc=That ritual was a crime against its victim. I shouldn't have been there.|label=Psychophagy guilt|value=-6|stack=1|duration=6}}&lt;br /&gt;
** 3+ rituals: {{Thought|desc=That ritual was nothing short of torture. It's evil!|label=Psychophagy guilt|value=-10|stack=1|duration=6}}&lt;br /&gt;
* Disabled by: [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While psychophagy is a limited duration ritual, it can last a long time, can be repeated in order to increase the duration, and costs nothing other than a small amount of [[bioferrite]] and a prisoner which can be obtained through [[skip abduction]] or any other means.&lt;br /&gt;
&lt;br /&gt;
[[Psycast]]ers{{RoyaltyIcon}} benefit the most from invoking psychophagy, as the boost improves their [[neural heat limit]] by {{+|40}} if at level 6 - this boost can then be multiplied by [[bioferrite]] gear, [[voidsight serum]]s, and [[void touched]]. It can also benefit [[psychic harmonizer]]{{RoyaltyIcon}} pawns, although the invoker must not be [[downed]], so [[psychic harmonizer#Comatose pawns|permanently unconcious]] pawns cannot benefit.&lt;br /&gt;
&lt;br /&gt;
With Anomaly alone, the benefits of psychic sensitivity are much less pronounced. It improves the effectiveness of [[psychic ritual]]s, boosting the quality by a modest {{+|4%}} if the cap hasn't been reached, and it improves the mood buff from [[pleasure pulse]]. These buffs are fairly small, but since the duration of psychophagy is so high, it can make sense to apply in the late game.&lt;br /&gt;
&lt;br /&gt;
=== Intentional psychically deadening ===&lt;br /&gt;
While the usual target for psychophagy will be prisoners, due to the brain damage and chance of death, psychophagy may be used in order to lower a colonist's psychic sensitivity to 0%. This makes them immune to [[psychic drone]]s and many [[psycast]]s{{RoyaltyIcon}} (thus preventing friendly fire). Brain damage can be reversed through a few means like [[unnatural healing]] and the [[bioregeneration cycle]],{{IdeologyIcon}} and death reversed (expensively) with [[death refusal]].&lt;br /&gt;
&lt;br /&gt;
The [[psychically deaf]] [[gene]]{{BiotechIcon}} is much better for this purpose. It does not cause brain damage, boosts [[metabolic efficiency]], and psychically deaf pawns can wear sensitivity boosting gear in order to participate in psychic rituals, most importantly [[imbue death refusal]]. In addition, if wanting to make an intentionally poor ritual - such as for [[draw animals]] to create a manhunter swarm - a deaf pawn can reach a low sensitivity, while a dead pawn cannot participate at all. However, there is no guarantee that a suitable [[genepack]] can be found in a timely manner, while psychophagy is available for research from the get go.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Consume the psychic sensitivity of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target becomes psychically dead and suffers from Psychic Shock.|&amp;quot;[...] target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target becomes psychically dead and suffers from Psychic Shock.&amp;quot;}}'' changed to ''{{Hover title|Consume the psychic sensitivity of a target. The invoker will increase their psychic sensitivity for a period of time. The effect does not stack. The target will suffer brain damage, causing them to fall into a coma for several days.|&amp;quot;[...] The invoker will increase their psychic sensitivity for a period of time. The effect does not stack. The target will suffer brain damage, causing them to fall into a coma for several days.&amp;quot;}}''.{{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Philophagy&amp;diff=182628</id>
		<title>Philophagy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Philophagy&amp;diff=182628"/>
		<updated>2026-08-06T10:40:45Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Summary */ added thought template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Philophagy &lt;br /&gt;
| image = Philophagy.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Psychically draw experiences from the victim's mind and transfer them to the invoker, targeting the victim's highest skill. The target will suffer brain damage, causing them to fall into a coma for several days.&lt;br /&gt;
| research = Philophagy &lt;br /&gt;
| ritual duration = 10000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Philophagy''' is a [[psychic ritual]] that transfers [[skill]] experience from the target's highest skill to the invoker.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|reason= General - Missing proper summary format. Does passion and [[Global Learning Factor]] affect anything? Also needs participant kinds and numbers}}&lt;br /&gt;
&lt;br /&gt;
* Transfer a percentage of the total experience of the victim's best [[skill]] to the invoker.&lt;br /&gt;
** The victim's skill with the highest total XP is selected. If multiple skills are tied, the skill in which the invoker has the highest total XP is selected.&lt;br /&gt;
** Base level of skill is taken into account, before modifiers from aptitude [[genes]]{{BiotechIcon}} or [[inhumanized]].&lt;br /&gt;
** Both the victim and the invoker must be capable of a skill in order for it to be eligible.&lt;br /&gt;
* Inflict psychic damage to the brain, ranging from 3 to 5 damage in total.&lt;br /&gt;
** This damage can kill the victim, and the victim is considered to have been executed if they're a prisoner.&lt;br /&gt;
* The victim will go into a [[dark psychic shock]] for 1 to 2 days. They'll also gain the ''drained my skills'' thought against the invoker for 20 days.&lt;br /&gt;
* The percentage of experience transferred is dependent on the ritual's quality - the higher the quality the higher the percentage.&lt;br /&gt;
** At 100% quality, 80% of the victim's XP is transferred over.&lt;br /&gt;
* Applies a stacking mood debuff for participants:&lt;br /&gt;
** 1 ritual: {{Thought|desc=It feels wrong to have participated in that ritual.|label=Philophagy guilt|value=-3|stack=1|duration=6}}&lt;br /&gt;
** 2 rituals: {{Thought|desc=That ritual was a crime against its victim. I shouldn't have been there.|label=Philophagy guilt|value=-6|stack=1|duration=6}}&lt;br /&gt;
** 3+ rituals: {{Thought|desc=That ritual was nothing short of torture. It's evil!|label=Philophagy guilt|value=-10|stack=1|duration=6}}&lt;br /&gt;
* Disabled by: [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Percentage of XP transferred&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=150|type=line|xAxisTitle=Quality (%)|yAxisTitle=XP transferred (%)|x=0,50,90,100|y=10,30,50,80|yAxisMin=0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Philophagy is relatively niche since it costs a shard, only improves 1 skill at a time, and requires a sacrifical pawn that has a high level in the desired skill. Recruiting the pawn directly would keep 100% of the skill experience, and the cases where a pawn is outright unrecruitable is rare as [[brainwipe]] is able to remove resistance and [[unwavering loyalty]].&lt;br /&gt;
&lt;br /&gt;
Still, philophagy can be useful as recruiting the victim can be unideal for a number of reasons. The most obvious use of the ritual is to transfer skill XP from an undesirable yet skilled pawn (e.g, poor [[trait]]s or [[creepjoiner]] downsides) into a more useful pawn. For instance, stacking skill XP onto an [[industrious]] pawn would allow tasks to be done faster than an average pawn. [[Children]]{{BiotechIcon}} are good recipents as a properly raised child will often have good [[trait]]s, but they don't start with any skill levels. Similarly, a [[slow learner]] or [[slow study]]{{BiotechIcon}} pawn who is otherwise desirable can be a great recipient for gaining XP. Even if the philophagy victim would be a decent colonist, recruiting more colonists has its downsides. A higher colonist count will increase [[raid points]] and [[PopulationIntent|make it harder to recruit further colonists]], so it can be more efficient (and computer-friendly) to transfer skills instead.&lt;br /&gt;
&lt;br /&gt;
Furthermore, it can be beneficial to stack skill XP onto a single pawn. For example, three colonists with Crafting 9 isn't necessarily better than one colonist with Crafting 15, as having Crafting 15 would create higher [[quality]] items. It is also possible to create pawns good at every skill, as philophagy does not care about passions or [[Global Learning Factor]].{{Check Tag|Verify}} Doing this is particularly valuable for [[corrupted obelisk]] duplication.&lt;br /&gt;
&lt;br /&gt;
It is not necessary to use [[prisoner]]s as victims for this ritual. One strategy is to level up a [[slave]]{{IdeologyIcon}} or sacrificial colonist who has a passion in a desirable skill, either by using a [[skilltrainer]] or by having them continuously [[training|train]] the skill, then transfer the XP over to a desired recipient.&lt;br /&gt;
&lt;br /&gt;
Overall, chronophagy will rarely be an ''immediate'' priority of a shard, but it should be considered once the colony has a decent supply of shards and suitable victims to steal XP from.&lt;br /&gt;
&lt;br /&gt;
=== Experience table ===&lt;br /&gt;
The following table assumes 100% quality, no fractional skill levels before transfer, the recipient is skill 0, and no effect from [[Global Learning Factor]] or passions. Fractional levels represent progress from current level to the next.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan='2'| Donor &lt;br /&gt;
! colspan='2'| Recipient&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Experience &lt;br /&gt;
! Level&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
! 0&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 1000&lt;br /&gt;
| 800&lt;br /&gt;
! 0.8&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 3000&lt;br /&gt;
| 2400&lt;br /&gt;
! 1.7&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 6000&lt;br /&gt;
| 4800&lt;br /&gt;
! 2.6&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 10000&lt;br /&gt;
| 8000&lt;br /&gt;
! 3.5&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 15000&lt;br /&gt;
| 12000&lt;br /&gt;
! 4.4&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 21000&lt;br /&gt;
| 16800&lt;br /&gt;
! 5.3&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| 28000&lt;br /&gt;
| 22400&lt;br /&gt;
! 6.2&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| 36000&lt;br /&gt;
| 28800&lt;br /&gt;
! 7.1&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| 45000&lt;br /&gt;
| 36000&lt;br /&gt;
! 8&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 55000&lt;br /&gt;
| 44000&lt;br /&gt;
! 8.89&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 67000&lt;br /&gt;
| 53600&lt;br /&gt;
! 9.86&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 81000&lt;br /&gt;
| 64800&lt;br /&gt;
! 10.82&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 97000&lt;br /&gt;
| 77600&lt;br /&gt;
! 11.76&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 115000&lt;br /&gt;
| 92000&lt;br /&gt;
! 12.69&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 135000&lt;br /&gt;
| 108000&lt;br /&gt;
! 13.61&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 157000&lt;br /&gt;
| 125600&lt;br /&gt;
! 14.53&lt;br /&gt;
|-&lt;br /&gt;
! 17&lt;br /&gt;
| 181000&lt;br /&gt;
| 144800&lt;br /&gt;
! 15.45&lt;br /&gt;
|-&lt;br /&gt;
! 18&lt;br /&gt;
| 207000&lt;br /&gt;
| 165600&lt;br /&gt;
! 16.36&lt;br /&gt;
|-&lt;br /&gt;
! 19&lt;br /&gt;
| 235000&lt;br /&gt;
| 188000&lt;br /&gt;
! 17.27&lt;br /&gt;
|-&lt;br /&gt;
! 20&lt;br /&gt;
| 265000&lt;br /&gt;
| 212000&lt;br /&gt;
! 18.18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&amp;lt;!-- Alegedly, this was the description prior/ but may not have been. Confirm and then confrim change date -  Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest Skill. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock. --&amp;gt;&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wall&amp;diff=182596</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wall&amp;diff=182596"/>
		<updated>2026-08-05T10:08:32Z</updated>

		<summary type="html">&lt;p&gt;BAVy: added terrain affordance to the stats table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the constructable building only|natural and smoothed walls|Structure#Walls{{!}}Structure}}&lt;br /&gt;
{{Infobox main|structure&lt;br /&gt;
 | name               = Wall&lt;br /&gt;
 | image              = Wall.png&lt;br /&gt;
 | imagesize          = 128px&lt;br /&gt;
 | description        = An impassable wall. Capable of holding up a roof.&lt;br /&gt;
 | type               = Building&lt;br /&gt;
 | type2              = Structure&lt;br /&gt;
 | placeable          = true&lt;br /&gt;
 | passability        = impassable&lt;br /&gt;
 | blockswind         = true&lt;br /&gt;
 | cover              = 1&lt;br /&gt;
 | minifiable         = false&lt;br /&gt;
 | size               = 1 × 1&lt;br /&gt;
 | flammability       = 1&lt;br /&gt;
 | hp                 = 300&lt;br /&gt;
 | terrain affordance = depends on materials&lt;br /&gt;
 | work to make       = 135&lt;br /&gt;
 | stuff tags         = Metallic, Woody, Stony&lt;br /&gt;
 | resource 1         = Stuff&lt;br /&gt;
 | resource 1 amount  = 5&lt;br /&gt;
 | destroyyield       = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Walls''' are impassable structures primarily used to create [[room roles|rooms]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}  &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Walls are impassable objects that block movement, line of sight, and line of fire. An area enclosed by walls, [[door]]s, or other impassable objects like [[cooler]]s is considered a [[room]]. Each room has its own [[room stats]] - consisting of cleanliness, beauty, wealth, and spaciousness. [[Power conduit]]s can be constructed below a wall, negating the conduit's [[beauty]] penalty. [[Floor]]s under a wall are also negated for room stats.&lt;br /&gt;
&lt;br /&gt;
Walls can also support [[roof]]ing, up to 6 tiles away in all directions. If walls, [[column]]s, and all other supporting objects are removed, then the roof will collapse and injure pawns and objects below. While most natural walls count as walls for the purposes of rooms, [[collapsed rocks]] do not.&lt;br /&gt;
&lt;br /&gt;
Corners, i.e., diagonal walls, are not required to complete a room. Corners will provide weaker temperature and beauty insulation than vertical or horizontal aligned walls, but still create rooms.  Pawns cannot travel or attack through diagonal gaps. However, [[fire]] ''can'' go through diagonals.&lt;br /&gt;
&lt;br /&gt;
Walls also provide excellent [[cover]] from projectile attacks, blocking 75% of shots. Pawns behind a wall with an adjacent free space will &amp;quot;lean&amp;quot; around the wall to shoot at enemies on the other side.&lt;br /&gt;
&lt;br /&gt;
When selecting a wall, [[door]] and [[autodoor]] construction gizmos are available as they are in the structure [[architect]] tab. Additionally, doors can be placed over walls. Colonists assigned to [[construction]] will automatically deconstruct the wall to make room for the door.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Certain [[damage type]]s are designed to deal more damage to impassable terrain, and to walls specifically:&lt;br /&gt;
* Walls take 8× damage from [[Damage Type#Bomb|Bomb]] type damage; 4× from being an impassable, and 2× for being a wall&lt;br /&gt;
* Walls take 30× damage from [[Damage Type#Thump|Thump]] type damage; 15× from being an impassable, and 2× for being a wall&lt;br /&gt;
* Walls take 7.5× damage from [[Damage Type#Demolish|Demolish]] type damage; 10× from being impassable, but 0.75× for being a wall&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[Ascetic]]s can [[psyfocus|meditate]] at a wall for a Meditation Focus Strength of 22%.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Walls, or natural rock, are practically essential to every colony. It's certainly possible to create a room of [[door]]s or [[cooler]]s, and use other forms of defenses, but it is thoroughly impractical for a variety of reasons. As impassable structures, they are important when controlling enemy flow and creating defenses, be they basic curtain walls or to elaborate [[killbox]]es. Sapper and breach [[raid]]s will explicitly try and break them, but other raiders will path around so long as ''any'' target can be reached wihtout breaking a wall. &lt;br /&gt;
&lt;br /&gt;
Note that non-sapper, non-breacher raiders will occasionally ignite or throw grenades or molotovs at walls. These are infrequent and random - they won't intentionally attempt to breach a wall, but if the wall is destroyed by a single explosion or the resulting fire, they will path through the breach. As such, walls that are non-flammable and have over 400 HP to resist the damage from standard explosives should be used for defenses, even when only routing standard raiders. Ideally, these walls would be also be two thick.&lt;br /&gt;
&lt;br /&gt;
=== Multi-layer walls ===&lt;br /&gt;
When making a multi-layer thick wall, it is typically best to not have a gap between layers. For rooms, not having a gap will better insulate [[temperature]]. For a perimeter wall or for defenses in general: 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 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;
Using multi-layer walls with no gap is especially important for [[shambler assault]]s,{{AnomalyIcon}} who use a similar AI for their &amp;quot;dumb breach&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Having gaps between each layer of wall will make it possible to repair the outermost layer without needing to go outside, and has a small benefit against explosives.&lt;br /&gt;
&lt;br /&gt;
=== Material choice ===&lt;br /&gt;
Wall materials each have their own advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
[[Wood]] is easily obtainable in a vast majority of [[biome]]s, and are the fastest wall to create. They are very helpful when first starting a Crashlanded [[scenario]], and often essential for Lost Tribe and Naked Brutality starts. However, wood is [[fire|flammable]]. Other than [[raider]]s lighting it on fire, a bad [[weather|dry thunderstorm]] or [[Short circuit|conduit explosion]] could end up engulfing your entire base in flames. Especially by the time you get to using [[Electricity]], you should replace wood with another material.&lt;br /&gt;
&lt;br /&gt;
==== Stone ====&lt;br /&gt;
Stone is very abundant, but very time consuming. In addition to constructing the wall, cutting up [[stone block]]s takes quite a bit of work. However, stone types  are available in bulk, generally fairly hardy and are completely fire-proof. Ideally, all large walls should be made of one of the more durable stone types however strategically placed sections of stone walls will act as a &amp;quot;fire break&amp;quot; to limit the spread of a fire while your colonists fight it.&lt;br /&gt;
* [[Granite blocks]] are the most durable wall material on the planet. [[Limestone blocks|Limestone]] is the 2nd most durable. Limestone has no advantage as walls over granite, unless your biome happens to lack the harder stone.&lt;br /&gt;
** Note that breachers, one of the most relevant cases of wall durability, can break any stone wall in the same amount of hits.&lt;br /&gt;
* [[Sandstone blocks|Sandstone]] walls are the quickest stone wall to build, which can save a lot of time for large bases. They are also the weakest stone type able to resist a single standard 50 damage explosion without failure, while no material short of plasteel can resist two. This makes Sandstone the lowest acceptable tier for outer walls, mortar pits, [[unstable power cell]]{{RoyaltyIcon}} enclosures, and similar defences. &lt;br /&gt;
* [[Slate blocks|Slate]] has essentially no redeeming qualities compared to other stone types. They are destroyed by a single explosion and their benefits of being lighter as when in material form is rarely relevant. They are still stronger than steel and wood, and are non-flammable, but they should only be used when other, stronger stone types aren't available.&lt;br /&gt;
* [[Marble blocks|Marble]] walls give {{+|1}} [[beauty]] to a room and colonists looking at it. Since even a [[quality|normal]] marble [[small sculpture]] provides {{#expr: {{Q|Small sculpture|Beauty Base}} * {{Q|Marble blocks|Beauty Factor}} + {{Q|Marble blocks|Beauty Offset}} -0.001 round 0}} already while requiring only ten times as much material sculptures are more cost-effective. However, walls don't take up space, and marble walls are not worth more [[wealth]] than other stone walls. They are otherwise the least durable stone wall.&lt;br /&gt;
* [[Vacstone blocks|Vacstone]]{{OdysseyIcon}} is the most durable stone wall, but vacstone can only be found in [[orbit]],{{OdysseyIcon}} so it is harder to acquire.&lt;br /&gt;
&lt;br /&gt;
==== Metal ====&lt;br /&gt;
In comparison to stone, [[steel]] is less durable and flammable. However, steel is much faster to construct. It may also be a necessity in a material-scarce biome like the [[Biomes#Ice sheet|ice sheet]]. Overall, steel walls are useful as a quick installation or when nothing else is available, but the other demands on steel supplies and the relative fragility of the resulting walls make them a poor choice in most circumstances.&lt;br /&gt;
&lt;br /&gt;
[[Plasteel]] and [[Uranium]] make for the two strongest walls in the game and are non-flammable, but these materials are significantly rarer and more expensive than other alternatives. As such they should be reserved for locations that need to take a lot of damage without failure, such as the entrance, back wall, and defenses of a [[killbox]].&lt;br /&gt;
&lt;br /&gt;
==== Precious materials ====&lt;br /&gt;
Not technically a category in-game [[gold]], [[silver]], and [[jade]] walls are similar in that they are significantly more [[beauty|beautiful]] than regular walls while offering very low HP. Whether you should invest your precious materials in walls or sculptures depends on the expected [[quality]] of the sculpture and how many rooms the walls are facing.&lt;br /&gt;
&lt;br /&gt;
The increase in wealth of ten walls facing&lt;br /&gt;
* '''One room''' is inferior to a [[small sculpture]] of at least '''normal quality''',&lt;br /&gt;
* '''Two rooms''' is inferior to a small sculpture of at least '''masterwork quality''' for silver and jade and none for gold,&lt;br /&gt;
* '''Three rooms''' is inferior to a small sculpture of at least '''legendary quality''' for silver and '''masterwork quality''' for jade,&lt;br /&gt;
* '''Four rooms''' is inferior to a small sculpture of at least '''legendary quality''' for silver and jade.&lt;br /&gt;
&lt;br /&gt;
The increase in beauty of ten walls facing&lt;br /&gt;
* '''One room''' is inferior to a small sculpture of at least '''normal quality''' for gold and silver and '''poor quality''' for jade,&lt;br /&gt;
* '''Two rooms''' is inferior to a small sculpture of at least '''good quality''',&lt;br /&gt;
* '''Three rooms''' is inferior to a small sculpture of at least '''excellent quality''' for gold and jade and '''good quality''' for silver, and&lt;br /&gt;
* '''Four rooms''' is inferior to a small sculpture of at least '''masterwork quality''' for gold and '''excellent quality''' for jade and silver.&lt;br /&gt;
&lt;br /&gt;
Further advantages of walls are, however, that they don't reduce the room size and do not rely on having an [[artistic|artist]].&lt;br /&gt;
&lt;br /&gt;
== Stats table ==&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_01 text-right}}&lt;br /&gt;
! Material&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Beauty&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Work to Build&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | HP&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Flamma&amp;amp;shy;bility&lt;br /&gt;
! Terrain Affordance&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Market Value&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:beautyFactor|1}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:useTerrainAffordance|1}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:beauty       | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HP           | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:work         | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]]}} &lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Stats Table Row&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;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wall wood.png|A wooden wall&lt;br /&gt;
Wall granite.png|A granite block wall&lt;br /&gt;
Wall slate.png|A slate block wall&lt;br /&gt;
Wall sandstone.png|A sandstone block wall&lt;br /&gt;
Wall limestone.png|A limestone block wall&lt;br /&gt;
Wall marble.png|A marble block wall&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - '''Wood wall''' and '''metal wall''' merged into '''wall''' with the introduction of the [[stuff]] system. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Terrain requirements now depends on what they’re built from. This means stone walls can’t be built on bridges any more.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of wall from 11 to 22.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Metallic walls now use stuff-specific UI and blueprint graphics.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Added a &amp;quot;build door&amp;quot; gizmo that displays when a wall or wall blueprint is selected.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - [[Damage types#Thump|Thump damage]] multiplier versus walls reduced from 4× to 2×.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Cancelling a wall blueprint that was replacing another wall would delete any wall attachments.&lt;br /&gt;
&lt;br /&gt;
{{Nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;br /&gt;
[[Category:Artificial wall]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=182390</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=182390"/>
		<updated>2026-07-29T20:17:46Z</updated>

		<summary type="html">&lt;p&gt;BAVy: /* Needs */ added the mood for loved one becoming a ghoul. Still needs to be checked how much this can stack&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 = strict carnivorous&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 [[monolith]] level 1 or higher or if ambient horror is enabled. 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;
Beyond food, ghouls have no other needs, [[mood]], or relationships. Any 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 {{Thought|value=-6|label=&amp;lt;Name&amp;gt; became a ghoul|desc=That vacant look... Are they even in there anymore?|duration=20}} if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail needed|Minimum exact causes and stacking}}&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;
Ghouls may be targeted by the [[twisted obelisk]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&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;
* [[Version/1.6.4566|1.6.4566]] - Fix: Ghouls couldn't right-click-use serums.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Ghouls can no longer go on caravans alone.&lt;br /&gt;
** Fix: Ghouls now exit shuttles drafted like other colonists.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>BAVy</name></author>
	</entry>
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