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	<updated>2026-04-06T06:02:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bedroll&amp;diff=108299</id>
		<title>Bedroll</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bedroll&amp;diff=108299"/>
		<updated>2022-08-28T21:57:29Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{See also|Double bedroll}}{{infobox main|furniture|&lt;br /&gt;
|name = Bedroll&lt;br /&gt;
|image = Bedroll.png|Bedroll&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;
|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;
}}&lt;br /&gt;
{{#set:&lt;br /&gt;
 facility = dresser&lt;br /&gt;
|facility = end table&lt;br /&gt;
|facility = Sleep accelerator&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;
Bedrolls can be constructed with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bedrolls 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 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 fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.&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 (including 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;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesurgerychancefactor| 100 }}&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
!Surgery Success Chance Factor&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.90 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.95 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.05 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.10 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.15 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.30 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{Stub|section=1|reason=Comparison with all other bed options needed}}&lt;br /&gt;
Bedrolls are inferior to beds of the same quality for rest effectiveness and comfort, but slightly superior to beds of one quality level below. Thus, installing high quality bedrolls as long-term sleeping assignments has merit.  However, a colony may have more spare wood than textiles to spare, and beds are the practical solution. Any bedrolls replaced by static beds can then be used for caravan duty. &lt;br /&gt;
&lt;br /&gt;
As for materials, the choice only affects hit points, flammability and value, so any expendable [[textile]] should be used.&lt;br /&gt;
&lt;br /&gt;
{{Building Material 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:Bed]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bedroll&amp;diff=108298</id>
		<title>Bedroll</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bedroll&amp;diff=108298"/>
		<updated>2022-08-28T21:44:28Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Surgery Success Chance Factor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{See also|Double bedroll}}{{infobox main|furniture|&lt;br /&gt;
|name = Bedroll&lt;br /&gt;
|image = Bedroll.png|Bedroll&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;
|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;
}}&lt;br /&gt;
{{#set:&lt;br /&gt;
 facility = dresser&lt;br /&gt;
|facility = end table&lt;br /&gt;
|facility = Sleep accelerator&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.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Bedrolls can be constructed with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bedrolls 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 healing rates. [[Quality]] affects these as normal, even when on caravan. Note however that even if using a bedroll allows pawns to fill their rest bar before dawn, the caravan will 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 fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.&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 (including 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;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesurgerychancefactor| 100 }}&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
!Surgery Success Chance Factor&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.90 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.95 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.05 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.10 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.15 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.30 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{Stub|section=1|reason=Comparison with all other bed options needed}}&lt;br /&gt;
Bedrolls are inferior to beds of the same quality for rest effectiveness and comfort, but slightly superior to beds of one quality level below. Thus, installing high quality bedrolls as long-term sleeping assignments has merit.  However, a colony may have more spare wood than textiles to spare, and beds are the practical solution. Any bedrolls replaced by static beds can then be used for caravan duty. &lt;br /&gt;
&lt;br /&gt;
As for materials, the choice only affects hit points, flammability and value, so any expendable [[textile]] should be used.&lt;br /&gt;
&lt;br /&gt;
{{Building Material 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:Bed]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Red_fox&amp;diff=108244</id>
		<title>Red fox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Red_fox&amp;diff=108244"/>
		<updated>2022-08-25T23:55:29Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal&lt;br /&gt;
| page verified for version = A14C&lt;br /&gt;
| name = Red fox&lt;br /&gt;
| image = Red_fox.png&lt;br /&gt;
| description = A small solitary canine evolved for hunting small prey in temperate climates. Chicken farmers hate foxes because of their ability to destroy a whole coop in minutes.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| min comfortable temperature = -35&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 200&lt;br /&gt;
| predator = true&lt;br /&gt;
| bodysize = 0.55&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = 0.1&lt;br /&gt;
| diet = carnivorous&lt;br /&gt;
| leathername = foxfur&lt;br /&gt;
| wildness = 0.75&lt;br /&gt;
| petness = 0.1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| trainable = intermediate&lt;br /&gt;
| meatname = fox meat&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| avg offspring = 1.721&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 9&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalCommon&lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 9&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.9&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 4&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| livesin_temperateforest = 0.07&lt;br /&gt;
| livesin_temperateswamp = 0.07&lt;br /&gt;
| livesin_borealforest = 0.07&lt;br /&gt;
| livesin_coldbog = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Red foxes''' are smallish carnivorous animals. They are one of a several [[foxes]]. With a body size of 0.55 they are just large enough to avoid being staggered by weapons with a stopping power of 0.5, such as the [[charge rifle]] and [[assault rifle]].&lt;br /&gt;
&lt;br /&gt;
== Taming ==&lt;br /&gt;
Red foxes can be tamed wild from {{Habitats|{{PAGENAME}}|or}}, randomly join your colony in an event, or bought pre-tamed from a trading ship.&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
Red foxes have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for {{ticks|20}}.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Fox red east.png|Facing east&lt;br /&gt;
Fox red north.png|Facing north&lt;br /&gt;
Fox red south.png|Facing south&lt;br /&gt;
Dessicated fox red east.png|Decaying&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=108150</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=108150"/>
		<updated>2022-08-22T16:41:08Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Party */&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;
{{Rewrite}}&lt;br /&gt;
{{for|a guide to survive events|Events Guide}}&lt;br /&gt;
&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]]. They range from everyday occurrences like passers by, to all out assaults on the colony.&lt;br /&gt;
&lt;br /&gt;
Most events occur with an envelope icon that will appear down the right side of the screen.  Other events will pause the game and pop up a window where the player must make a choice.  Some events can also happen on temporary maps.&lt;br /&gt;
&lt;br /&gt;
Usually, the color of the envelope will suggest the severity of the event. In general, blue envelopes denote good events, white envelopes denote neutral events, red envelopes denote threats and yellow envelopes denote bad events.  Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.&lt;br /&gt;
&lt;br /&gt;
All event title portions in parentheses below are variable.  They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==Big Threats==&lt;br /&gt;
{{for|strategies to defend against big threats|Defense tactics}}&lt;br /&gt;
{{for|defensive base constructions|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Attack ===&lt;br /&gt;
{{main|Raider}}&lt;br /&gt;
&lt;br /&gt;
These events can take place from Base Builder difficulty onwards.&lt;br /&gt;
&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Different types of raids include:&lt;br /&gt;
&lt;br /&gt;
==== Assaults ====&lt;br /&gt;
Raids arrive either via the edge of the map or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or counterattack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mid-Base Assaults ====&lt;br /&gt;
A group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare. Drop pods may punch through a constructed roof or thin rock roof, but not overhead mountains.&lt;br /&gt;
&lt;br /&gt;
==== Sieges ====&lt;br /&gt;
Siege raids typically have a party of raiders arrive and set up a small camp along the edge of the map with supplies airdropped in to build a number of sandbag walls and mortars with a variety of [[Mortar shell]]s. They will fire upon colonists, colony structures and any visitors or other raiders from factions they are hostile to, only stopping to eat and sleep. If their food or ammunition runs low, more drop pods will land to resupply the raiders.&lt;br /&gt;
&lt;br /&gt;
Siege parties will abandon their camp and any remaining construction to assault the colony when their siege weapons are destroyed or they suffer significant casualties.  Once the attackers are all dead or retreated, any remaining supplies and objects from their camp can be claimed, deconstructed and used by the player.&lt;br /&gt;
&lt;br /&gt;
Since sieges must construct their emplacements and weapons from the materials they receive via drop-pod, it is possible to steal a light-weight critical material (ex. the [[components]]) and thus prevent them from completing construction of the mortars.  Unlike ammunition, sieges will not be resupplied with building materials should any go ''mysteriously missing''.  This strategy must be done early, immediately after the drop pods with construction materials land, else the components may be picked up and delivered before they can be stolen.  If properly executed, the siege will simply mill about their siege base indefinitely, unless attacked.  This not only removes the danger of the incoming mortar shots, but the &amp;quot;sieged&amp;quot; army can then act as a distraction/decoy in the event of a raid by a faction hostile to them (another faction, mechanoids, insects, etc).&lt;br /&gt;
&lt;br /&gt;
The optimal method for accomplishing this is a [[Psycasts#Psycasts|psycaster]] with Skip and Invisibility, and a sufficient amount of neural heat capacity (and psyfocus) to cast Skip several times, and Invisibility at least a 2-3 times ([[psychic sensitivity]] increasing equipment such as Eltex garments and an Eltex Staff or a [[Persona weapon#Persona traits|persona weapon]] with an appropriate trait are recommended to increase maximum neural heat), and ideally a [[jump pack]]. The psycaster should get somewhat close to the sieging enemy group without being noticed (slightly beyond maximum [[sniper rifle]] range is a good rule of thumb), then cast Invisibility on themself.  They should then use their Jump Pack (or Skip, if they lack one) to rapidly move closer to the sieging group, until they are within Skip range of the component pile.  At this point, they should skip the components to their feet, and then continue skipping them away (and following them with Jump Pack leaps, or self-cast skips), until far enough away that the pawn can be told to simply haul them back to base.  Ensure an eye is kept on the pawn's Invisibility timer, and it is recast as needed until back out of range.  Once the components are sufficiently far away, the sieging group will be effectively stuck and unable to complete their mortars.&lt;br /&gt;
&lt;br /&gt;
[[File:Siege.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
A bug [[hive]] has emerged! It will slowly spawn [[insectoids|bugs]] as well as produce additional hives. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
Infestations will only spawn in an open space under an overhead mountain that is at a temperature of greater than -17 Celsius. Certain steps can be made to prevent an infestation such as installing your own floors and walls, but it is not known if the spawn chance can be eliminated entirely other than leaving possible spawning spots open to freezing temperatures. Hives bring glow pods that glow for 20 days (as long as they're installed) and can be reinstalled or sold. Hives produce Insect Jelly. This is the primary food source for the growing swarm. Each active hive will replicate every few game days (depending on difficulty), and the swarm of insects produced will dig themselves out of wherever they are stuck at. It is possible for bugs to dig out enough empty space for roof collapses and cave ins to hit other insects, hives and jelly. One user noted on Cassandra Classic difficulty Rough, the infestation stopped replicating at 30 hives each with 6.1 enemies on average, leaving 183 various insects to fight.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==== Too deep: Infestation ====&lt;br /&gt;
In 1.0, when using a deep drill, you may dig into a group of insects, which will awaken and attack your colony.  This event is a little different in that it doesn't spawn a hive, may occur outside and typically doesn't spawn as many insects as late game infestations.  It seems to happen only at deep drills currently being used.&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Pack ===&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
This event can take place from Base Builder difficulty onwards.  Note that it will display &amp;quot;pack&amp;quot; even if only one animal arrives.&lt;br /&gt;
&lt;br /&gt;
A pack of [[Manhunter|man-hunting]] animals have entered the area. They will roam the region, hunting for humanoid flesh. If they see a colonist run behind a door, they will attempt to beat down the door. They may also attack visiting traders, possibly hurting your good will with that faction if they manage to kill a trader (though downed traders can be rescued for a good will bonus). Manhunters will leave the area in a few days. &lt;br /&gt;
&lt;br /&gt;
A manhunter pack has 40% more points allocated to enemy spawning than an ordinary raid (i.e. a manhunter pack is 40% bigger than a standard raid), and animals from manhunter packs will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave. All animals will have the health condition [[Scaria]], which makes them permanently manhunter. It can be cured with two medicine. While this is a negative event, it can be turned useful for taming as wounded animals can be healed and tamed afterwards, and dead animals can be hauled in for butchering, though there is a chance that the animal will rot on death (changeable in custom difficulties) , but if there are still active manhunters nearby just wait until they're sleeping. You'll have a while before corpses start rotting, depending on the climate and rotting rules.&lt;br /&gt;
&lt;br /&gt;
* Boars, Wargs or anything that runs faster than a baseline human can be very problematic to deal with even with moderately-well defended colonies because they can easily outrun humans, and they all typically arrive in very large numbers meaning they can easily overwhelm a colony.&lt;br /&gt;
* Explosive animals, especially [[boomalope]]s, are arguably easier to deal with in larger numbers as chain reactions can easily happen because of their large 3-square blast radius, meaning that even packs excess of 40 boomalopes can trivially be dealt with by half a dozen of people armed with automatic weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic Wave ===&lt;br /&gt;
A psychic wave is a pulse of psychic energy that immediately drives all members of a species of the local [[animals|wildlife]] insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed. Psychically insane animals are not [[Scaria]] infected.&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
Special events may have prerequisites or only occur during certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== About: Launching the ship ===&lt;br /&gt;
This event appears upon completing the research project [[Research#Starflight basics|Starflight Basics]].&lt;br /&gt;
&lt;br /&gt;
This is a simple reminder about the dangers of powering up the [[ship reactor]] once built.  Once turned on, the number of raids will greatly increase for the next 15 days.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Danger ===&lt;br /&gt;
{{main|Ancient shrine}}&lt;br /&gt;
{{quote|As (Colonist name) draws near the ancient wall a sense of foreboding overcomes him(her). (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers|Message that appears when the first colonist walks near.}}&lt;br /&gt;
&lt;br /&gt;
This event is related to map generation and may not appear on every map. It may occur more than once per map.&lt;br /&gt;
&lt;br /&gt;
A colonist approached a walled out area of the map partially or completely under a mountain that contains one or more of the following: ancient [[cryptosleep casket]]s, [[insectoids|bugs]] with hives, [[mechanoid]]s or treasure. Open at your own risk by blowing a hole in the wall or deconstructing a section. The cryptosleep caskets usually contain humans, but may also contain [[megascarab]]s or be empty. Opening or attacking any casket will cause all the others to open instantly. The Spacers inside the caskets may or may not be dead. If alive, they may or may not be wounded, or armed and hostile. It's even possible for pawns incapable of violence to melee attack. If they are not hostile and can walk, they will try to escape. Any alive Spacers inside may be captured and recruited, usually with a low recruitment difficulty percentage.&lt;br /&gt;
&lt;br /&gt;
Ancient structures may include other treasures like psychic lances and pulsers. [[Luciferium]] can be found in these buildings. Pod people sometimes carry [[plasteel]], [[component]]s, and [[gold]]. The caskets can be claimed and used or deconstructed by the colony.&lt;br /&gt;
&lt;br /&gt;
=== Friendlies ===&lt;br /&gt;
This event can only occur if you are allied with at least one other faction.&lt;br /&gt;
&lt;br /&gt;
Allied factions may send fighters to assist you when mutual enemies appear, such as pirates, manhunters or insectoids.  These fighters may be specifically requested via the comms console at a hit to relations, or the allied faction may send them on their own at no cost to relations.  They won't assist against factions that they aren't hostile to.&lt;br /&gt;
&lt;br /&gt;
They will follow the same attack pattern as any [[Raider]] would do when this event occurs, with a few exceptions: They don't sap or breach due to their intention of being here, but they can drop pod or set up a siege point upon arriving.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that friendly fire will damage your relations with the aiding faction.  On the other hand, rescuing their downed people will improve relations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Friendlies.png|'''Friendlies vs Pirates'''&lt;br /&gt;
File:Friendlies vs Thrumbo.png|'''Friendlies vs Thrumbo'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Friendlies have a strength of around 150 - 400 points, not enough against mid-late game raids on their own. Still, they can add a little to firepower and help in distracting the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Journey offer ===&lt;br /&gt;
{{for|guidance on surviving the event|World Quests Guide#Journey offer}}&lt;br /&gt;
&lt;br /&gt;
[[File:Journeyoffer_ship.png|500px|thumb|right|The ship that always spawns in a journey offer event.(Outdated Textures)]]&lt;br /&gt;
&lt;br /&gt;
This event can only happen once per playthrough.  Due to the distance requirement and the location of your colony on the world map in regards to the portion of the globe generated, it may not have the opportunity to happen if your colony is near the center of a small map.&lt;br /&gt;
&lt;br /&gt;
A friendly AI transmits the location of a distant hidden ship that can help you escape the planet. To board the ship, you need to send out a caravan to trek long distances to get to it.&lt;br /&gt;
&lt;br /&gt;
The ship spawns from 200 to 800 tiles away, with a tendency to spawn as far away as possible. With 100% generated worlds, it will usually spawn on the other side of the planet.  If during world creation you generate a 30% map and land near the center of the map, you may exclude yourself within this 200 tile minimum.&lt;br /&gt;
&lt;br /&gt;
Once you reach the ship's location, you will find a ship with 18 [[ship cryptosleep pod]]s and all the required structures, that may be suffering from different degrees of damage. The [[ship reactor]] is hibernating and will need 15 days to power up, and will attract lots of danger during that stage, so you will need to bunker up and build your defenses, and you have plenty of space to build a full base with the map size of a regular colony. After 15 days the ship is ready to launch, and you can choose to leave or stay for whatever reason.&lt;br /&gt;
&lt;br /&gt;
Besides using the existing parts, you can also choose to expand the ship to accommodate more of your colonists, but you will need to bring the necessary materials and the necessary research (ship cryptosleep caskets).&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Man in black ===&lt;br /&gt;
When your colonists are no longer able to defend themselves, a stranger may join the colony to help.  As their name indicates, men in black come in a full set of black clothing. They also come wearing a [[flak vest]] and always carry a [[revolver]]. However, their skills and traits are fully randomized. &lt;br /&gt;
&lt;br /&gt;
This event seems to be triggered only when all of your colonists are downed at your base. The man in black will not appear on the temporary maps generated for world quests. However, if all your surviving pawns are downed elsewhere, it is possible for the man in black to appear at your base. (Testing is needed to see how these events are affected by allowing multiple colonies in the scenario editor.)&lt;br /&gt;
&lt;br /&gt;
Prior to 1.1.2618 it is possible to get a Man in black who is a pacifist, incapable of caring, etc., who would thus be of limited use to a colony in which all pawns are downed and wounded.&lt;br /&gt;
&lt;br /&gt;
=== Outpost destroyed ===&lt;br /&gt;
[[File:Faction_destroyed.png|400px|thumb|right|R.I.P. some pirate faction, nobody will remember you.]] &lt;br /&gt;
&lt;br /&gt;
This is the notification that triggers when you successfully defeat all humanlike hostiles in an enemy base after invading them (not counting turrets, which need to be neutralized separately). After this you have a while to capture any prisoners (there is usually at least one building suitable to turn into a cell), treat the wounded, pack up and leave before enemy reinforcements arrive in the form of a raid.&lt;br /&gt;
&lt;br /&gt;
==== Faction defeated ====&lt;br /&gt;
Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists.&lt;br /&gt;
&lt;br /&gt;
You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans.&lt;br /&gt;
&lt;br /&gt;
Destroying all enemies and befriending all other factions will make mechanoids the only remaining threat for all future raids.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Ransom (Time remaining) ===&lt;br /&gt;
This event can only occur if a colonist of yours was captured by another faction.&lt;br /&gt;
&lt;br /&gt;
Another faction captured one of your downed colonists somehow and will release that colonist to you... for a price.  Common methods for capturing your colonists include grabbing downed colonists while retreating from a raid or downing an entire caravan.&lt;br /&gt;
&lt;br /&gt;
The offer will be good for 24 game hours.  If paid, the colonist will immediately appear on your map border or be sent via drop pod.&lt;br /&gt;
&lt;br /&gt;
=== Reactor ready ===&lt;br /&gt;
You have completed the 15 day warm up period for starting a [[ship reactor]].  If the rest of the necessary ship parts have been built, it may now be launched.  Raids and sieges will drop considerably after this period is over.&lt;br /&gt;
&lt;br /&gt;
=== Refugee Chased at (Settlement) ===&lt;br /&gt;
This event will not trigger if your faction doesn't have hostile relations with any other human faction.  Pirate band factions should always be hostile since any attempt to improve relations with them is disregarded by design.&lt;br /&gt;
&lt;br /&gt;
When this event triggers a window appears stating that an individual calls you via radio from nearby, seeking refuge from a faction that is hostile to you and chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event.&lt;br /&gt;
&lt;br /&gt;
Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter (a delay between {{ticks|1000}} and {{ticks|2500}}, the pursuing faction arrives in the form of a raid entering the map where the refugee appeared.  Raids arriving this way are 35% stronger than usual.  Still, those chasing raiders are also potential colonists if they can be captured and recruited.&lt;br /&gt;
&lt;br /&gt;
The refugee immediately becomes a new colonist. They are usually poorly armed and clothed.&lt;br /&gt;
&lt;br /&gt;
=== Roof collapsed ===&lt;br /&gt;
This event only happens if something is crushed by the falling roof.  Otherwise, it's only a notification.&lt;br /&gt;
&lt;br /&gt;
All roofs must be supported by a constructed or rock wall within 6 spaces with contiguous roof sections in between itself and that wall. If either of these conditions changes such as via mining, an explosion or demolition, then the roof will collapse.  Damage is dealt to the head and shoulders. Note that falling roofs underneath a mountain can instantly kill any pawn unfortunate enough to be crushed.&lt;br /&gt;
&lt;br /&gt;
If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.&lt;br /&gt;
&lt;br /&gt;
=== Trauma savant ===&lt;br /&gt;
This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.&lt;br /&gt;
&lt;br /&gt;
A colonist has suffered a brain injury and has gained great abilities from it at the cost of others, gaining 50% extra [[manipulation]] while losing the ability to [[talking|speak]], [[hearing|hear]], and have any [[social]] relationships. It also restores the brain to full functioning despite the injury.&lt;br /&gt;
&lt;br /&gt;
===Zzztt...===&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing it to short circuit and start a fire. &lt;br /&gt;
&lt;br /&gt;
If any batteries are connected, the fault will also discharge all stored power in the process, increasing the size of the explosion. Unconnected batteries (through a switch or separate power network) will not be affected. A battery not connected to any conduits will only Zzztt if it is unroofed and gets wet from falling rain or snow. The explosions do [[Damage Types#Flame|Flame damage]]. &lt;br /&gt;
&lt;br /&gt;
The amount of stored power directly affects the size of the explosion, up to a maximum of 15 squares in diameter from a total of 90,000 Wd stored. The explosion can damage any nearby structures, items and colonists, as well as cause fires. The one section of power conduit where it occurred is often destroyed, cutting off power to anything past it unless there is another path for the electricity to flow.&lt;br /&gt;
&lt;br /&gt;
Power networks which contain only [[Battery|batteries]] and no conduits will not experience Zzztt. (Unless the battery gets wet, as described above.) Power networks which contain only conduits will only have a fire on the one tile which contains the conduit where the Zzztt occurred, since there is no stored power to be discharged. Modestly-sized battery banks surrounded by stone walls and protected by switches are useful in order to safely use batteries and conduits in the same network.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 8 days.&lt;br /&gt;
&lt;br /&gt;
==Small Threats==&lt;br /&gt;
===(Animal) Revenge===&lt;br /&gt;
&lt;br /&gt;
An animal that was harmed will go mad and target whomever hurt it.  When you select an animal to be hunted, the game will notify you if it has a chance for revenge and what the percentage is.  Occasionally, all nearby pack members of that animal's species may start attacking their attacker Animals which are not predators, such as muffalo, only attack characters until they are downed. Depending on the vengeful animal's attack types it is possible for a pawn downed in this way to have only bruises which leave them in &amp;quot;no immediate danger.&amp;quot; However, it is also possible for a pawn to receive serious injuries which will kill them more quickly, or even to be consumed by vengeful predators if they are hungry.&lt;br /&gt;
&lt;br /&gt;
===Mad (Animal)===&lt;br /&gt;
{{See also|Manhunter}}&lt;br /&gt;
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, and despite the message stating ''&amp;quot;It will attack anyone it sees&amp;quot;'', the insane animal will charge toward the nearest human ''anywhere'' on the map, attacking any other animal or obstacle ([[door]]s, [[fence]]s, [[barricade]]s, etc. {{Check Tag|Sandbags?|Barricades block animals - do sandbags?}}) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target. Any animal can be dangerous to a colonist, although some are more than others; large animals are obviously so, but small or fast animals such as [[squirrel]]s or [[rabbit]]s can be very hard to hit with ranged weapons, making melee combat more likely.  This event adds additional danger if a [[Boomalope]] or [[Boomrat]] turns, as they explode upon death.&lt;br /&gt;
&lt;br /&gt;
== Generally Bad ==&lt;br /&gt;
=== Animal disease (type) ===&lt;br /&gt;
One or more of your animals will become sick and will need to rest to receive treatment.  Build some animal sleeping spots in their zone so that they can receive treatment.&lt;br /&gt;
&lt;br /&gt;
=== Bad will ===&lt;br /&gt;
You've done something to anger another faction bad enough that they are now hostile to yours. This can happen if you arrest a faction member of theirs, rob one of their caravans or if they take too much friendly fire from your colonists, among other reasons.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad will.png|500px|thumb|none|Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.]]&lt;br /&gt;
&lt;br /&gt;
=== Beavers! ===&lt;br /&gt;
A group of ravenous wood-munching [[alphabeaver]]s appears at the edge of the map. They will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach (including any you're farming) until they consume them all, unless you eradicate them first.&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring more than one colonist to exterminate them if you choose to. If one harmed alphabeaver turns manhunter, it's possible for nearby alphabeavers to also become manhunters, which can turn individually weak beavers into a small army of killing machines.&lt;br /&gt;
&lt;br /&gt;
The incident only occurs in biomes with sparse plants, namely [[arid shrubland]] and [[tundra]] and when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{temperature|{{Q|Alphabeaver|Min Comfortable Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Breakup ===&lt;br /&gt;
[[File:Breakup.png|300px|thumb|none|Breakup]]&lt;br /&gt;
A couple splits, complete with the Mood and Social penalties for both colonists.&lt;br /&gt;
&lt;br /&gt;
=== Birthday ===&lt;br /&gt;
Character gains an age-related illness such as a bad back or cataracts.  They may be cured by using the [[healer mech serum]], or some may be 'cured' by replacing the affected parts with bionics.&lt;br /&gt;
&lt;br /&gt;
Due to age or a pre-existing health condition, they can also have a [[Injury#Heart Attack|heart attack]].&lt;br /&gt;
[[File:Birthday.png|thumb|left|Birthday]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Blight ===&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days.&lt;br /&gt;
&lt;br /&gt;
Blighted crops will not grow or yield anything when harvested, and can spread the blight to other nearby plants while slowly dying.&lt;br /&gt;
&lt;br /&gt;
To stop blight, the affected plants need to be manually selected for cutting or burned.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity , affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
To mitigate the effects of blight, it is recommended to leave 3-square wide empty strips between crops. It is also possible to create strips of plants not affected by blight.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
{{For|the help guide|Defense_structures#Crashed_ships}}&lt;br /&gt;
{{For|information on the ship parts themselves|Crashed ship parts}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby or within the colony, scattering chunks and debris. They have various negative effects on the map.  To stop the effect, destroy the ship part by manually attacking it.  Upon attacking it however, [[mechanoid]]s will emerge to defend it. The size of the group depends on storyteller difficulty and colony wealth.  Both ship parts drop 100 steel, 35 plasteel, 9 steel slag chunks, 4 components and 1 advanced component once destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
[[File:Poison ship.png|thumb|300px|right|A crashed defoliator ship]]&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, eventually reaching the entire map. The poison kills crops randomly, including plants grown in [[Hydroponics basin]]s. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
[[File:Psychic ship.png|thumb|300px|right|A crashed psychic ship]]&lt;br /&gt;
A ship part containing a hostile AI core lands on the map, and projects a psychic drone that negatively affects the [[mood]] of all humans on the map. It begins low and grows progressively stronger the longer it stays. Therefore, it should be destroyed as quickly as possible. Colonists with psychic sensitivity [[traits]] may benefit or suffer more from its effect. The ship's AI is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
===== Drone intensifies =====&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&lt;br /&gt;
=== Death: (Pawn) ===&lt;br /&gt;
One of your pawns has died unintentionally.  Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.&lt;br /&gt;
&lt;br /&gt;
=== (Drug) addiction ===&lt;br /&gt;
A colonist has taken too much of a [[drugs|drug]] and is now [[Addictiveness|addicted]].  They will now need to regularly take that drug or suffer the withdrawal effects.  See here for advice on [[Drugs#Fighting Addictions|fighting addictions]].&lt;br /&gt;
&lt;br /&gt;
=== Cold snap ===&lt;br /&gt;
A cold snap makes the [[temperature]] of a colony drop. It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Disease (Type) ===&lt;br /&gt;
Several of your pawns will be afflicted with a [[disease]]. Which disease they are infected with depends on the biome.  The number of infected depends on the disease and the cruelty of the storyteller.&lt;br /&gt;
&lt;br /&gt;
Non-blunt trauma wounds, treated or not, also have a chance to get [[infection|infected]]. The chance depends on treatment quality and cleanliness of the environment. Animals can also catch infections at a greatly reduced rate compared to humans.&lt;br /&gt;
&lt;br /&gt;
Note that you will still get this notification even if [[penoxycyline]] blocked your colonists from catching a disease.&lt;br /&gt;
&lt;br /&gt;
=== Eclipse ===&lt;br /&gt;
One of your rimworld's moons has moved in front of this rimworld's sun and has shaded this colony's section of the planet.  During this eclipse, solar generators cease producing power and outdoor crops stop growing.  This could be disastrous for a colony dependent on solar power.  Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.&lt;br /&gt;
&lt;br /&gt;
It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
A localized, intense [[lightning]] storm in one area of the map. Causes big [[fire]]s. Clicking the envelope icon offers the option to jump to the location where the strikes will be concentrated in. It also has the side effect of disabling rain.&lt;br /&gt;
&lt;br /&gt;
It affects a area with a radius between 45 and 60 tiles, and while active lightning will strike between every {{ticks|320}} to {{ticks|800}}. Once it finishes no more rain can fall until {{ticks|30000}} has passed. It lasts between 0.075 and 0.1 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Psycasts#Flashstorm|Flashstorm]] Psycast{{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
&lt;br /&gt;
[[File:FlashstormScreenshot.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heat wave ===&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high. It only occurs when the map's summer temperature is at least {{Temperature|20}}.&lt;br /&gt;
&lt;br /&gt;
The major colony risks of the event are failing freezers due to insufficient cooling, and [[heat stroke]] to colonists and animals.  It is often necessary to immediately build [[passive cooler]]s to deal with the heat.&lt;br /&gt;
&lt;br /&gt;
Only the best summer clothing ([[cowboy hat]]s and [[duster]]s made of [[camelhide]] and [[panthera fur]]) might allow your colonists to still work outdoors.  Appropriate apparel will not avoid the mood debuff from &amp;quot;sleeping in the heat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Colonists will complain about the heat, especially when sleeping in it, if their rooms are not properly cooled. Additionally, things might rot in [[Temperature#Freezer Tips|inadequately cooled freezers]]. There is also a chance for a fire to randomly appear on the map which can quickly spread.&lt;br /&gt;
&lt;br /&gt;
Some animals will leave the map if the temperature is too far outside their comfortable range.  Visiting colonists and traders will also leave.&lt;br /&gt;
&lt;br /&gt;
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Hostile: (Faction) ===&lt;br /&gt;
Relations with a rough outlander union or a rough tribe will decay over time.  If they decay below -75, then their faction will become hostile to yours until relations rise to at least 0.&lt;br /&gt;
&lt;br /&gt;
=== (Mental break type): (Colonist) ===&lt;br /&gt;
One of your colonists or prisoners has had it and has a [[Mood#Mental breakdowns|mental break]].  During this time, the afflicted colonist will be effectively unavailable, will not do colony work and can not be drafted.  They will use forbidden doors and items. They will also attend to their needs such as sleep, recreation, and eating.&lt;br /&gt;
&lt;br /&gt;
Colonists or prisoners having a break may cause more trouble for themselves or others, depending on the type of break.  They may attack other people or animals (including dangerous ones), wander into a firefight, set fires, get out of their bed when they need medical treatment, etc.&lt;br /&gt;
&lt;br /&gt;
Depending on the nature of the mental break, there are several ways to handle the situation:&lt;br /&gt;
* Wall the person in – this is only possible if they wander to a suitable location.&lt;br /&gt;
* Try to arrest them.  They will possibly resist and need to be beaten down, causing injury.  This will also give them a fairly long-lasting mood debuff (&amp;quot;I was arrested!&amp;quot;) after you release them from jail.&lt;br /&gt;
* Wait out the situation - This takes a while for most minor breaks. &lt;br /&gt;
&lt;br /&gt;
If the person tries to go on a possibly dangerous drug binge, you can try to keep the drug in question out of their reach (burn it, take it on a caravan, surround the stockpile with walls; some mods such as Pick Up and Haul allow you to pick up items directly, which is the easiest, albeit cheesy way to deal with that). &lt;br /&gt;
&lt;br /&gt;
A crude but sometimes effective solution if you only have a small amount of the drug in question is to create a critical-priority stockpile on a far corner of the map, then have another colonist haul it there. The long walk to get to the stockpile will sometimes allow the mental break to end before the pawn has consumed any drugs.&lt;br /&gt;
&lt;br /&gt;
After the break ends, the affected person will get a substantial mood ''buff'' of +40 (&amp;quot;Catharsis&amp;quot;[&amp;quot;It feels good to unbottle my feelings&amp;quot;]) that lasts several days.  This usually, effectively, makes them immune to further mental breaks for the duration.  If you suspect another breakdown will occur after the catharsis ends, take precautions while the colonist is still controllable (for example, place them in a cryptosleep casket).&lt;br /&gt;
&lt;br /&gt;
=== (Name): Heart attack ===&lt;br /&gt;
A character or tamed animal suffers a [[Injury#Heart Attack|heart attack]].  Characters will seek out a medical bed or their assigned bed for treatment. Animals will return to the nearest empty animal bed or sleeping spot. Doctors will then proceed to attempt to resuscitate the victim, using medicine if allowed and available.&lt;br /&gt;
&lt;br /&gt;
During a heart attack, people or animals can fall unconscious or even die if not treated in time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Heart attack.png|'''Heart attack notification'''&lt;br /&gt;
File: Heart attack health tab.png|'''Health tab'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overdose: (Colonist) ===&lt;br /&gt;
One of your colonists or animals has [[overdose]]d by taking too many drugs in a short amount of time and potentially permanent damage or death could occur.&lt;br /&gt;
&lt;br /&gt;
=== (Pawn) hit trap ===&lt;br /&gt;
One of your dumb colonists or animals stepped on one of your traps and managed to set it off. &lt;br /&gt;
&lt;br /&gt;
Pawns with the Nimble trait have a 10% of the normal chance of triggering a trap.&lt;br /&gt;
&lt;br /&gt;
This can only happen if your colonists or animals are forced to tiptoe through an armed trap when there is no alternative movement path available.&lt;br /&gt;
&lt;br /&gt;
=== (Predator) hunting (Pawn) ===&lt;br /&gt;
A wild predator has targeted one of your colonists or animals for killing and eating!  You may want to get this colonist or animal to safety. Drafted colonists will defend themselves.  To defend your animals, if there is enough distance, zone them to safety.  Otherwise, move a drafted colonist to fire on the predator.&lt;br /&gt;
&lt;br /&gt;
=== Prison break ===&lt;br /&gt;
Prisoners have staged a breakout! They have somehow defeated the door lock and may seek weapons, fight, or try to escape. Prisoners are more likely to attempt breakout when they are unhappy, healthy and numerous*. Prisoners who are together in a single room will break out together. It's not clear if the number of prisoners in a room actually increases the chance of any single prisoner breaking out, or if the combined individual chances of all present create that greater likelihood.{{Check Tag|Detail Needed}}  &lt;br /&gt;
&lt;br /&gt;
Prisoners who can't walk cannot trigger a prison break by themselves, nor participate in a group escape.&lt;br /&gt;
&lt;br /&gt;
Using low damage weapons is advised when containing a prison break to avoid a risk of killing them.   Since prisoners are technically part of an enemy faction, any friendlies on the map will engage them. This is helpful if you need to contain a larger break, though the use of higher-powered weapons means they have a higher chance of outright killing the prisoner. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Prison break.png|300px|thumb|none|Prison break]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic drone ===&lt;br /&gt;
{{for|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood).&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it as the point of origin is off-map. [[Psychic sensitivity]] can be a big factor in the threat posed by this event - pawns with [[Traits#Psychic Sensitivity|traits]] that increase sensitivity should be paid special attention, and any equipment that enhances it should removed. Use of [[psychic foil helmet]]s, with priority given to more sensitive pawns, will help mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
There's also a positive version called [[Events#Psychic soothe|Psychic soothe]].&lt;br /&gt;
&lt;br /&gt;
Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
=== Rejected proposal ===&lt;br /&gt;
After two characters [[Events#New lovers|fall in love]], one of them proposed marriage but is turned down, which may result in the couple breaking up. The proposing one suffers a mood penalty of -18 for 25 days.  They may accept another offer in the future.  Note that a later, accepted proposal will not remove the mood effects of the previous, rejected ones.&lt;br /&gt;
&lt;br /&gt;
[[File:Rejected proposal.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Solar flare ===&lt;br /&gt;
Solar flares cause all electrical devices to stop working for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Colonies with walk-in freezers will have their coolers stop working, causing any frozen perishable goods to begin spoiling if warm outside.  If you have a wood fueled cooking stove or campfire available, it is possible to save at least some perishables by quickly cooking them into meals, extending their shelf life.&lt;br /&gt;
* Heaters and coolers will stop working.  If the outdoors temperature is currently outside those crops' survivable temperature, greenhouse crops will quickly die unless campfires or passive coolers are built immediately.&lt;br /&gt;
* Colonists will be at risk of heatstroke or hypothermia if living in a biome with extreme temperatures and temperature control devices aren't built fast enough.&lt;br /&gt;
* Crops grown in hydroponic basins will rapidly die regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the  ''''&amp;lt;trader&amp;gt; has left comms range&amp;quot;'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.&lt;br /&gt;
&lt;br /&gt;
Because the ''solar flare'' event is short, most of these adverse effects are limited and often manageable. It lasts from 0.15 to 0.5 days (~4-12 hrs).&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
{{Stub|section=1|reason=What is the severity increase rate?}} &lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region that will slowly settle out of the atmosphere. It will last for anywhere from a few days to an entire season.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Toxic fallout'' is a dangerous event that can cause serious long-term damage to your colony if caught unprepared or not handled appropriately.&lt;br /&gt;
&lt;br /&gt;
Toxic fallout causes [[toxic buildup]] in any person or creature not under a roof; spending time under a roof reduces the buildup. High buildup can permanently sicken pawns with [[dementia]] or eventually a [[carcinoma]] if it progresses far enough (40% severity onwards). Dementia is only treatable with a [[healer mech serum]] or [[luciferium]], though carcinomas can be removed surgically with high skill and an unavoidable chance of death.&lt;br /&gt;
&lt;br /&gt;
All plants including crops will wither during the fallout. Outdoor crops can be preserved under roofs; they will eventually rot, unless kept growing under a [[sun lamp]].  Trees are affected, which can lead to a wood shortage.&lt;br /&gt;
&lt;br /&gt;
Both domesticated and wild animals are also affected by toxic buildup, and while their buildup severity increases at half the rate of humans, they will eventually die. This normally means that all wildlife on the map is wiped out during the event. The notable exception to this is [[insectoids]], which are outright immune to buildup. Animals killed with &amp;quot;moderate&amp;quot; or higher toxic buildup will only leave &amp;quot;rotten&amp;quot; bodies that are unsuitable for consumption.  Hunt valuable wild animals immediately when the event occurs to be able to still harvest them for food and materials.  Otherwise fresh corpses left without a roof will also rapidly rot, even if frozen. [[Mechanoids]] are similarly immune.&lt;br /&gt;
&lt;br /&gt;
If you have domesticated animals that you cannot feed under a roof, it is viable to release them for short periods of time to let them graze in the open.  Another viable tactic is to send herbivorous animals on a [[caravan]], if the season allows them to graze.  This will protect them from the toxic fallout, and not require you to feed them manually.&lt;br /&gt;
&lt;br /&gt;
A notification will appear once the fallout has stopped. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once moved to a safe place, creatures will need up to 12.5 days to recover.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Solar panels will produce less power, and natural plant growth will be slowed. Volcanic Winters also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony.&lt;br /&gt;
&lt;br /&gt;
When the event finishes the message &amp;quot;Most of the volcanic ash has settled.&amp;quot; will be displayed.&lt;br /&gt;
&lt;br /&gt;
It lasts between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.&lt;br /&gt;
&lt;br /&gt;
== Generally Good ==&lt;br /&gt;
=== AI Core Offer ===&lt;br /&gt;
&lt;br /&gt;
A non-hostile faction will notify you that they know where an [[AI persona core]] is located: a critical component for building a ship.  They will want 1500 silver for this information.  However, you can only make this request at the comms console with factions which have at least +40 relations.&lt;br /&gt;
&lt;br /&gt;
=== Allied: (Faction) ===&lt;br /&gt;
Relations with another faction have risen above +75 and you are now allied with them.  They may now [[Events#Friendlies|assist you]] against mutual enemies.&lt;br /&gt;
&lt;br /&gt;
=== Ambrosia sprout ===&lt;br /&gt;
{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
&lt;br /&gt;
A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ambrosia sprout.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Anima tree sprout ===&lt;br /&gt;
{{Royalty|None}}&lt;br /&gt;
If an [[anima tree]] was killed by any means, this event can occur within a few days from the last death of the tree, appearing at random places that are unaffected by its radius.&lt;br /&gt;
&lt;br /&gt;
=== Gauranlen pod sprout ===&lt;br /&gt;
{{Ideology|None}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
=== (Animals) join ===&lt;br /&gt;
Tamed dogs or farm animals join your colony.&lt;br /&gt;
[[File:Animals join.png|400px|thumb|none|Animals join]]&lt;br /&gt;
&lt;br /&gt;
=== (Animal) self-tamed ===&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony.&lt;br /&gt;
&lt;br /&gt;
You should probably check the &amp;quot;Animals&amp;quot; tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted.&lt;br /&gt;
&lt;br /&gt;
[[File:Thrumbo self-tamed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Previously tamed animals which return to the colony can self-tame. When doing so they retain all training they previously had.&lt;br /&gt;
&lt;br /&gt;
=== Aurora ===&lt;br /&gt;
An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude.&lt;br /&gt;
&lt;br /&gt;
=== Cargo pods ===&lt;br /&gt;
From time to time, cargo pods from the wreckage of the ship will fall out of orbit and land on your map. Each drop will contain only one type of resource in a random amount.  The remains of the pods become pieces of slag, which can be refined into usable metal at an [[electric smelter]].  The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on.&lt;br /&gt;
&lt;br /&gt;
[[File:Cargo pods.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Enemy now neutral: (Faction) ===&lt;br /&gt;
This notification will appear once relations have been improved with a Hostile faction enough that they will no longer be hostile.  Common ways to improve relations include releasing prisoners from their faction (which must leave the map safely to receive the bonus), having successful [[#Peace talks|peace talks]] or providing gifts.&lt;br /&gt;
&lt;br /&gt;
=== Gift from (Faction) ===&lt;br /&gt;
Occasionally, visitors from another faction may leave a gift for your colony upon leaving.&lt;br /&gt;
&lt;br /&gt;
=== Herd migration: (Animal) ===&lt;br /&gt;
[[File:Thrumbo herd migration.png|400px]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. &lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
=== Inspiration: (Type) ===&lt;br /&gt;
One of your colonists has had a [[mental inspiration]] and will perform much better at a certain skill.  The inspiration usually lasts for around eight days.&lt;br /&gt;
&lt;br /&gt;
Inspirations can only occur if the colonist is in a very good mood.&lt;br /&gt;
&lt;br /&gt;
=== Legendary Work ===&lt;br /&gt;
One of your colonists has produced an object of legendary [[quality]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Marriage is on! ===&lt;br /&gt;
[[File:Marriage is on.png|thumb|right|400px|link=|&amp;quot;''Susy has accepted Mat's marriage proposal...''&amp;quot;]]&lt;br /&gt;
A couple that has been together for a while will announce their engagement.  The wedding will take place some time in the future.  This allows players to have enough preparation time to build a [[Marriage spot]] if they choose.  If not, any Gather Spot will do.  Any built table or campfire by default is checked as a Gather Spot, but will be overridden by a Marriage spot.  When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry.&lt;br /&gt;
&lt;br /&gt;
Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting mood buff to the colonists involved.  This can be a major productivity boost, and lead to inspirations across the colony.  Therefore it is often worth strategically having as many colonists as possible to be present when the marriage takes place.&lt;br /&gt;
&lt;br /&gt;
Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event.  A quick &amp;quot;draft&amp;quot; and &amp;quot;undraft&amp;quot; should be enough to coerce all capable colonists to attend.  Colonists on caravans obviously cannot attend.&lt;br /&gt;
&lt;br /&gt;
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all except for eating until the couple comes back. This can cause characters to get binges and no wardens or doctors looking out for prisoners can easily let captives break out.&lt;br /&gt;
&lt;br /&gt;
Married pawns will want to sleep in the same bed, like with lovers (mentioned later). They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Masterwork ===&lt;br /&gt;
One of your colonists has created an item of masterwork quality.&lt;br /&gt;
&lt;br /&gt;
=== New lovers ===&lt;br /&gt;
[[File:New lovers.png|250px|right|thumb|none|A character woos another into a romance and she agrees]]&lt;br /&gt;
You receive the announcement that two characters have become lovers and &amp;quot;now want to sleep together&amp;quot;; these are usually colonists, but a pair of [[prisoner]]s can also become lovers. They will receive [[mood]] boosts or debuff proportional to their [[opinion]] of their partner ranging from ? to ? for ? and ? opinion.{{Check Tag|Values?}} Additionally, starting the moment their new relationship is announced, couples will ''immediately'' have a -4 mood debuff for &amp;quot;''sleeping alone''&amp;quot;, even if they won't get their first chance to sleep together for hours. This can be rememdied by assigning both pawns to a two person bed, such as the [[double sleeping spot]], [[double bedroll]], [[double bed]] or [[royal bed]]. Couples that sleep in the same bed can also perform [[Lovin]]' for a mood boost to both partners. If a couple is going to go on [[caravan]]s together, a double bedroll may be desirable in addition to their permanent arrangement.{{Check Tag|May?|Needs specificity - does it or does it not impose the penalty. Can they get lovin' during caravns. Also, the answer should be reflected on Caravan page}} &lt;br /&gt;
&lt;br /&gt;
As the ''&amp;quot;sleeping alone&amp;quot;'' penalty is applied immediately, it can be useful to simply place in a double sleeping spot in one of their current rooms, ideally the better of the two, and assign the couple to that. So long as a double bed is constructed in time for them to sleep in it, there will be no &amp;quot;slept on the ground&amp;quot; debuff, and meanwhile you'll immediately lose the &amp;quot;sleeping alone&amp;quot; penalty.&lt;br /&gt;
&lt;br /&gt;
=== New recruit ===&lt;br /&gt;
You'll get this notification whenever a Warden has succeeded in recruiting a prisoner. It also appears if a [[Events#Transport pod crash|transport pod crash]] victim chooses to join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Party ===&lt;br /&gt;
One of your colonists will throw a party, improving the mood of all attendees for 10 days and providing an opportunity for rapid social exchanges.  They will usually have [[beer]]s and [[smokeleaf joint]]s if available and eat meals even if not very hungry.  Note that the player may have to wake up any sleeping colonists such as Night Owls or otherwise distract other colonists from their work so that they attend the party.  An easy way to do this is by quickly drafting and undrafting them. Some colonists may leave the party to go do work. They can be encouraged to return to the party by adjusting the Schedule so they are not assigned work at that moment.&lt;br /&gt;
&lt;br /&gt;
Colonists will continually get stacking mood buffs the longer they attend a party.{{Check Tag|Detail|Stacking behavior for party duration?}} Each stack adds {{+|0.8}} to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood.&lt;br /&gt;
&lt;br /&gt;
The party will by default happen around an item checked as a Gather Spot, such as a table or campfire, but may be overridden by building a [[party spot]].&lt;br /&gt;
&lt;br /&gt;
Similar to marriage ceremonies, characters that do not reach the party in time don't get the mood buffs.&lt;br /&gt;
&lt;br /&gt;
If a raid occurs during the party, the party will be cancelled with the message: &amp;quot;The party has been called off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Psychic soothe ===&lt;br /&gt;
When this event triggers it gives a positive mood modifier (+16 for normal colonists, more or less depending on the pawn's psychic attunity) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]].&lt;br /&gt;
&lt;br /&gt;
The positive effect will be attenuated by [[psychic foil helmet]]s.  Make sure to take them off all colonists for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
[[File:Psychic soothe.png|400px|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Quest completed ===&lt;br /&gt;
You've done what was requested by other factions and will receive the reward at your nearest(?) base via pods very close to your buildings, along with an improvement in relations.  The reward will arrive forbidden, so you will have to un-forbid it before your colonists will haul it in.  The pods may also crash through your roof, so be prepared to repair.&lt;br /&gt;
&lt;br /&gt;
=== (Trader type) ===&lt;br /&gt;
This event without a faction mentioned occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]].  Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam silver and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
=== (Trader type) from (Faction) ===&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial.  Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
=== Transport pod crash ===&lt;br /&gt;
Rarely, a transport pod will crash land nearby with a downed occupant. Transport pods contain lost spacers or members of other factions. Before deciding what to do to the occupant, it is a good idea to check which faction they belong to. If the transport pod crash victim is an unaffiliated Spacer or a member of a friendly or neutral faction, you can rescue them if you have an available medical bed. If they are a member of a hostile faction, you will need an unoccupied prison bed. Once healed, non-hostile crash victims will either join your colony out of gratitude or walk away to return to their faction. Non-hostiles who return to their colonies will give a good will bonus. [[Prisoner|Capturing]] a member of a non-hostile faction will turn them hostile. If you do nothing and their injuries aren't severe, it's possible for them to stand on their own after a while and leave the map.&lt;br /&gt;
&lt;br /&gt;
For Spacers, there is no faction goodwill bonus for healing or releasing them and no mood penalty for leaving undesirable colonist candidates to die, as long as you don't capture them first. A near-guaranteed way to recruit them is to capture rather than rescue them. Their recruitment difficulty percentage is usually low and this will also train your warden's Social skill. &lt;br /&gt;
&lt;br /&gt;
For non-hostile faction members, you should always rescue them. This gives them a chance to join your faction, but most likely they will just leave once healed, increasing goodwill.&lt;br /&gt;
&lt;br /&gt;
[[File:Rescuee joined your group.png|400px|thumb|none|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
&lt;br /&gt;
=== Wanderer joins ===&lt;br /&gt;
A random colonist arrives from a map edge and joins the colony immediately. Like most events involving other people, the wanderer has a chance to be related to an existing colonist.  They will most likely be naked, so have some spare clothes ready just in case. Notification: ''A villager named (name) has arrived and is joining the colony. (Gender) is a (backstory)''.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]], the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wild (wo)man wanders in ===&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map.  You have the option to &amp;quot;Tame&amp;quot; this person with a minimum animals skill of {{Q|Human|Minimum Handling Skill}}. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. Arresting them will no longer allow you to recruit or enslave them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)man may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Royal Tribute Collector ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
== Neutral ==&lt;br /&gt;
=== Affair ===&lt;br /&gt;
Somebody who is already married starts an affair with a single person.  It is possible for your colonists to cheat on their lovers who aren't members of your faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Affair.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Area revealed  ===&lt;br /&gt;
A hidden area has been opened up on the map, with an appropriately colored event envelope regarding the nature of the reveal. It's often associated with opening an [[#Ancient_Danger|Ancient Danger]], which are usually easy to find due to their large rectangular shape.  It can also occur with opening buildings on maps, whether freestanding buildings on a map or opening enemy buildings during your own raids.  It can also occur when mining, usually by accident when long straight lines are selected for digging.  However, sometimes entrances to these areas can be seen on the map.  Look along the edges of a mountain for one or more visible edge blocks facing inward. Mining this section out can reveal new mineral riches, new farmland, new animals, new threats... or absolutely nothing.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Inward facing edges.png| '''Find inward facing edges,''' &lt;br /&gt;
File:Area revealed.png| '''...and open up an entire valley.'''&lt;br /&gt;
File:Inward facing rocks.png|'''more inward rocks'''&lt;br /&gt;
File:Area revealed red.png|'''this area contains a threat&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== (Leader) died: (Faction) ===&lt;br /&gt;
Occasionally, the leader of another faction will die, sometimes through no action on your part. The popup window will also announce his or her successor.&lt;br /&gt;
&lt;br /&gt;
This alert uses the variable title of the leader in question. For example, if the &amp;quot;boss&amp;quot; of a pirate band dies you will see 'Boss died', if the &amp;quot;chief&amp;quot; died, then it will read 'Chief died', and so on.&lt;br /&gt;
&lt;br /&gt;
This will also happen if the leader personally comes to raid your base and is killed in action.  Killing an enemy faction leader will give a mood buff for a while to the colonist that accomplished this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid with Faction leader.png|'''Raid with Faction leader presence'''&lt;br /&gt;
File:Boss died Faction new b.png|'''(Boss name) died / The new boss is (name)'''&lt;br /&gt;
File:Defeated hostile leader name.png|'''Defeated hostile leader (name)'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== New (Leader): (Faction) ====&lt;br /&gt;
Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and [[#New recruit|recruiting]] another faction's leader. The leader then places first at the colonist bar, instead of last.&lt;br /&gt;
[[File:New chief.png|250px|thumb|none|Chief of a hostile tribe recruited to colony.]]&lt;br /&gt;
&lt;br /&gt;
=== Meteorite ===&lt;br /&gt;
A large meteorite has struck ground in the area. It has left behind a lump of [material]. During daylight, a large shadow will project on the ground which shrinks as it closes in.&lt;br /&gt;
&lt;br /&gt;
Any colonists beneath the meteorite has a small while to escape before they are crushed by it, the map tile will read: Meteorite (incoming).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Meteorite.png|'''Landed meteorite'''&lt;br /&gt;
File:Meteorite before impact.png|'''Flying meteorite'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rare Thrumbos ===&lt;br /&gt;
Two to six [[thrumbo]]s will spawn at the edge of the map, staying around for a while to eat anything they can, including your crops.  The player can attempt to hunt or tame them, both of which are very difficult.  If no action is taken, they will leave on their own after a few days.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 13 days.&lt;br /&gt;
&lt;br /&gt;
=== Ship chunks ===&lt;br /&gt;
This event doesn't have an envelope, but rather appears in the notification bar up top, assuming these chunks don't strike your colony or pawns.  One or more [[ship chunk]]s fall onto the map. They can be deconstructed for 5-6 [[component]]s and 20 [[steel]].  Rarely they can punch through roofs, damaging structures near it.  Extremely rarely they can land right on top of a colonist, killing them.&lt;br /&gt;
&lt;br /&gt;
In Beta 18 the ship chunk creates an explosion upon landing. The falling chunks cast shadows on the ground, giving a little time for colonists to move out of the way.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
This event merely informs you that you are ill-prepared for the winter.  Grow some more food and get some warm clothing.  Plan ahead for any additions to your colony during these seasons, including recruits and born animals.&lt;br /&gt;
&lt;br /&gt;
=== Traveler Visit ===&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
=== Relationship ===&lt;br /&gt;
[[File:Relationship.png|300px|thumb|none|Relationship, in this case is Fiancee.]]&lt;br /&gt;
Normally this isn't an event on its own, but rather an addition to other events that involve other pawns such as raids or traders arriving.  In any instance of other humanoids visiting your base, there is a chance that one or a few of the visitors or raiders may be related to your existing colonists.  Clicking the event envelope will show the relation.&lt;br /&gt;
&lt;br /&gt;
If the visitor instance itself was an event, it will add &amp;quot;(Relationship)&amp;quot; onto the end of the envelope title.  If the instance would only have been a notification otherwise such as other factions crossing your map, it will become a Relationship event on its own.&lt;br /&gt;
&lt;br /&gt;
In 1.0, it's also possible for this event to show up when you raid an enemy location if a relative lives there.&lt;br /&gt;
&lt;br /&gt;
=== Visitor(s) ===&lt;br /&gt;
Friendly faction members may stop by your settlement.  Occasionally, they will have a few goods to trade.  Like a regular trader they will mill about the player's colony for a while.  Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods.&lt;br /&gt;
&lt;br /&gt;
Visitors possess no higher purpose otherwise.  Still, their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
{{for|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Attack begun ===&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
=== Bandit camp opportunity ===&lt;br /&gt;
{{see also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
=== Caravan ambushed / (manhunters) ===&lt;br /&gt;
While traveling, one of your [[caravan]]s are attacked.  The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
==== Caravan battle won ====&lt;br /&gt;
This event will tell you if your people won their fight.&lt;br /&gt;
&lt;br /&gt;
=== Caravan arrived at (Location) ===&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
=== Caravan lost ===&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan destroyed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan meeting by (Caravan ID) ===&lt;br /&gt;
This is a pop up window rather than an event with envelope icon.  While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you.  Of course, you also have the option to attack them.  Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
=== Caravan ready ===&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map.  It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
=== Caravan request ===&lt;br /&gt;
Other friendly factions may make a special trade request of you.  The popup will specify which goods they want, the price they're willing to pay for them and the deadline they want them by.  They may pay in silver or make a trade for a different item.  They will usually pay well over the standard price that those items would otherwise be.  Which good they want and how much of it can be checked afterward by clicking on the requesting colony on the World tab.&lt;br /&gt;
&lt;br /&gt;
This event is more likely the more colony wealth you have, up to 2x chance at 300,000 wealth.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and hand over members as slaves. If you don't, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
=== Incapacitated refugee quest ===&lt;br /&gt;
[[File:Incapacitated refugee.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[Name, adulthood background] of the Spacer faction contacts you on radio and requests help. He/She is wounded and unable to move.  Without your help, he/she will die within X days. It may be dangerous there, so beware.  The refugee will be anywhere from 2 to 13 tiles away from your base and will die between 7 and 15 days.  For some strange reason, the refugee is capable of holding out much longer than his bleeding rate would otherwise be if he was present at your colony, so an immediate rescue is not much different than rescuing moments before death.  Entering that map will speed up any bleeding, however.&lt;br /&gt;
&lt;br /&gt;
Once you go to the map, there will be a downed refugee waiting. Right-clicking and selecting 'Offer help' on the refugee will instantly recruit him. You have 15 days to rescue the refugee and wait for his wounds to heal.&lt;br /&gt;
&lt;br /&gt;
There is no mood penalty for leaving an undesirable colonist candidate to die as long as you don't recruit them first.&lt;br /&gt;
&lt;br /&gt;
=== Item Stash Opportunity (Time Remaining) ===&lt;br /&gt;
Another faction leader will tell you of the existence of an item stash on the map. The items will often be guarded and others will gather the items first if you aren't fast enough getting to them.&lt;br /&gt;
&lt;br /&gt;
Item stashes will timeout between 10 – 30 days. They may have a quest item, 3 - 5 [[skilltrainer]]s, or anywhere between 5 - 9 non-quest items. The total value is around 2000 - 3000 silver. &lt;br /&gt;
&lt;br /&gt;
It is possible that the stash generates with an initially hostile faction guarding it, but [[Events#Good will|Good will]] triggering before your colonists arrive at the stash will turn them friendly. &lt;br /&gt;
&lt;br /&gt;
Once the defenders are defeated, you will have two and a half days before the game automatically reforms your caravan. The game will not collect the items for you, so you must either gather them yourself and leave the map or manually reform the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Peace talks ===&lt;br /&gt;
[[File:Peace talks.png|400px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a subevent of its own. No matter the outcome, your negotiator will always gain social skill.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk triumph ====&lt;br /&gt;
The peace talks were very successful, giving a great boost to relations from 50 to 75. In addition, the faction will give a farewell gift worth between 500 and 1500 silver.&lt;br /&gt;
&lt;br /&gt;
Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk success ====&lt;br /&gt;
The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.55.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk flounder ====&lt;br /&gt;
The talks were neither successful nor a failure, and relations remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.2.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk backfire ====&lt;br /&gt;
The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk disaster ====&lt;br /&gt;
The peace talks have failed so miserably that the faction hates you a lot more now, with a -25 to -75 damage to relations, as well as instantly turning hostile if they aren't already.&lt;br /&gt;
&lt;br /&gt;
In addition, the angered faction sends a group of attackers after your negotiating party.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.05.&lt;br /&gt;
&lt;br /&gt;
==== Outcome chances ====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.&lt;br /&gt;
&lt;br /&gt;
*At 0% power, the bad outcome factor is 4.&lt;br /&gt;
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.&lt;br /&gt;
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Flounder = 0.2&lt;br /&gt;
*Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
*Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
Finally, the probability of each outcome is calculated:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
Take a level 15 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.&lt;br /&gt;
#The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143&lt;br /&gt;
#*Success = 0.55 * ( 1 / 0.7) = 0.786&lt;br /&gt;
#*Flounder = 0.2&lt;br /&gt;
#*Backfire = 0.1 * 0.7 = 0.07&lt;br /&gt;
#*Disaster = 0.05 * 0.7 = 0.035&lt;br /&gt;
#The sum total of new weights is calculated:&lt;br /&gt;
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234&lt;br /&gt;
#Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#*Triumph = 0.143 / 1.234 = 11.58%&lt;br /&gt;
#*Success = 0.786 / 1.234 = 63.69%&lt;br /&gt;
#*Flounder = 0.2 / 1.234 = 16.21%&lt;br /&gt;
#*Backfire = 0.07 / 1.234 = 5.67%&lt;br /&gt;
#*Disaster = 0.035 / 1.234 = 2.84%&lt;br /&gt;
&lt;br /&gt;
=== Prisoner rescue request ===&lt;br /&gt;
A prisoner locked up in a hostile faction steals a radio and calls your faction for help. &lt;br /&gt;
&lt;br /&gt;
You can send out a caravan to rescue the prisoner. Once arrived, they will find an enemy outpost with a revealed cell containing food and the prisoner.  To rescue the prisoner, a colonist must reach him or her, whether by your colonists entering the cell (claim the door first for easy entry) or blowing a hole in the wall, and then offer help. If help is not offered, the prisoner will not be free, even if the cell is destroyed.&lt;br /&gt;
&lt;br /&gt;
The event will expire if ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:PRO 0.png|'''World event letter'''&lt;br /&gt;
File:PRO 1.png|'''World map location'''&lt;br /&gt;
File:PRO 2.png|'''Event specific map'''&lt;br /&gt;
File:PRO 3.png|'''Event success notification'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Precious minerals found ===&lt;br /&gt;
[[File:Lump of precious resources.png|300px|thumb|right|Lump of precious resources]]&lt;br /&gt;
&lt;br /&gt;
This event may only occur once the [[long-range mineral scanner]] is built, powered and being used.&lt;br /&gt;
&lt;br /&gt;
Your long-range mineral scanner has found a lump of precious resources nearby, depending on the resource it's set to. We don't know who or what - if anything - might be guarding it. The minerals are usually guarded either by pirates or a manhunter pack.&lt;br /&gt;
&lt;br /&gt;
Once colonists reach the spot, a temporary map will be generated with the precious resource lump in the middle. After arrival and defeat of all enemies, you have 10 days to mine the lump and anything else around it. Prior to your colonists reaching it, the lump lasts for 30 days (or forever prior to 0.19/1.0).&lt;br /&gt;
&lt;br /&gt;
=== Quest no longer available ===&lt;br /&gt;
A world quest previously given can no longer be done by your faction.  This happens with quests such as wiping out an enemy outpost due to reasons such as making peace with that enemy faction.&lt;br /&gt;
&lt;br /&gt;
=== Rescuee joins ===&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Sub-events ===&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it.  It's even possible for animals to lie in wait.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&lt;br /&gt;
=== Game over ===&lt;br /&gt;
This happens when all your colonists are either dead, missing or left the planet. The game will show a UI which says that everyone is gone or dead, and allows you to return to the main menu or continue playing. It also says that someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from.&lt;br /&gt;
&lt;br /&gt;
[[File:Game_over.png|400px|thumb|left|Welp, time to start a new game I guess...]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Planetkiller ===&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&lt;br /&gt;
[[File:Game_over_planetkiller.png|400px|thumb|left|Ouch.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous version of RimWorld.&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively.  Enemies may directly target your animals during attacks.  Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab.  Wild predators may hunt and kill your animals, including bonded ones.  Bonded animals can also fall into traps.  It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|none|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event.  Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]].  If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&lt;br /&gt;
=Event Data=&lt;br /&gt;
{|&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[Events#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[Events#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash|Psychic Ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[Events#Manhunter pack|Manhunter Pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[Events#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[Events#Faction Assistance|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal|Mad Animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Events#Cold Snap|Cold Snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Events#Heat Wave|Heat Wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[Events#Alphabeavers|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Events#Eclipse|Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Events#Solar Flare|Solar Flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Events#Psychic Drone|Psychic Drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion|Zzzt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[Events#Mysterious Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Events#Toxic Fallout|Toxic Fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Events#Volcanic Winter|Volcanic Winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[Events#Pirate Merchant In Range|Pirate Merchant]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[Events#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[Events#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[Events#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[Events#Cargo Pods|Cargo Pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[Events#Escape Pod|Escape Pod]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Events#Psychic Soothe|Psychic Soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[Events#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id =&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland&lt;br /&gt;
{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert&lt;br /&gt;
{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest&lt;br /&gt;
{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet&lt;br /&gt;
{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice&lt;br /&gt;
{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest&lt;br /&gt;
{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest&lt;br /&gt;
{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[Events#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[Events#Volcanic winter|Volcanic winter]], [[Events#Refugee Chased at (Settlement)|Chased refugee]], [[Events#Psychic soothe|Psychic sooth]], [[Events#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[Warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[Events#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[Events#(Animals) join|Farm Animals Wander In]], [[Events#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[Events#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[Events#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - [[Events#Alphabeavers||Alphabeaver]] event will happen even if the outdoor temperature is above their minimum comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Events&amp;diff=108149</id>
		<title>Talk:Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Events&amp;diff=108149"/>
		<updated>2022-08-22T16:38:39Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Party implies max buff is +4. I've seen +8. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ToC is too long to be usable ==&lt;br /&gt;
&lt;br /&gt;
Title. The page is in need of some TLC anyway but its unlikely to reduce the page length.&lt;br /&gt;
Some other solution is needed for the table of contents but nothing comes to mind. Thoughts? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:00, 10 December 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Party implies max buff is +4. I've seen +8. ==&lt;br /&gt;
&lt;br /&gt;
I just updated some of the info in the PARTY section of this page. Looks like someone more knowledgeable than me might be able to add some info on the mood buff from the party. Wiki implies max bonus is 4. I've seen +8 in my (heavily modded) game.&lt;br /&gt;
&lt;br /&gt;
: It is +8, as verified in Thoughts_Memory_Gatherings.xml. Fixed. Also don't forget to sign your posts with 4 ~'s like &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;, this will put a signature and timestamp on it like this: [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:46, 22 August 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thanks. &lt;br /&gt;
Testing [[User:Bullwinkle|Bullwinkle]] ([[User talk:Bullwinkle|talk]]) 16:37, 22 August 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Events&amp;diff=108148</id>
		<title>Talk:Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Events&amp;diff=108148"/>
		<updated>2022-08-22T16:37:44Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Party implies max buff is +4. I've seen +8. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ToC is too long to be usable ==&lt;br /&gt;
&lt;br /&gt;
Title. The page is in need of some TLC anyway but its unlikely to reduce the page length.&lt;br /&gt;
Some other solution is needed for the table of contents but nothing comes to mind. Thoughts? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:00, 10 December 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Party implies max buff is +4. I've seen +8. ==&lt;br /&gt;
&lt;br /&gt;
I just updated some of the info in the PARTY section of this page. Looks like someone more knowledgeable than me might be able to add some info on the mood buff from the party. Wiki implies max bonus is 4. I've seen +8 in my (heavily modded) game.&lt;br /&gt;
&lt;br /&gt;
: It is +8, as verified in Thoughts_Memory_Gatherings.xml. Fixed. Also don't forget to sign your posts with 4 ~'s like &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;, this will put a signature and timestamp on it like this: [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:46, 22 August 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thanks. Testing &amp;lt;nowiki&amp;gt;[[User:Bullwinkle|Bullwinkle]] ([[User talk:Bullwinkle|talk]]) 16:37, 22 August 2022 (UTC)&amp;lt;nowiki&amp;gt; &lt;br /&gt;
Testing [[User:Bullwinkle|Bullwinkle]] ([[User talk:Bullwinkle|talk]]) 16:37, 22 August 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=108107</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=108107"/>
		<updated>2022-08-22T01:07:53Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Party */&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;
{{Rewrite}}&lt;br /&gt;
{{for|a guide to survive events|Events Guide}}&lt;br /&gt;
&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]]. They range from everyday occurrences like passers by, to all out assaults on the colony.&lt;br /&gt;
&lt;br /&gt;
Most events occur with an envelope icon that will appear down the right side of the screen.  Other events will pause the game and pop up a window where the player must make a choice.  Some events can also happen on temporary maps.&lt;br /&gt;
&lt;br /&gt;
Usually, the color of the envelope will suggest the severity of the event. In general, blue envelopes denote good events, white envelopes denote neutral events, red envelopes denote threats and yellow envelopes denote bad events.  Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.&lt;br /&gt;
&lt;br /&gt;
All event title portions in parentheses below are variable.  They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==Big Threats==&lt;br /&gt;
{{for|strategies to defend against big threats|Defense tactics}}&lt;br /&gt;
{{for|defensive base constructions|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Attack ===&lt;br /&gt;
{{main|Raider}}&lt;br /&gt;
&lt;br /&gt;
These events can take place from Base Builder difficulty onwards.&lt;br /&gt;
&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Different types of raids include:&lt;br /&gt;
&lt;br /&gt;
==== Assaults ====&lt;br /&gt;
Raids arrive either via the edge of the map or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or counterattack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mid-Base Assaults ====&lt;br /&gt;
A group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare. Drop pods may punch through a constructed roof or thin rock roof, but not overhead mountains.&lt;br /&gt;
&lt;br /&gt;
==== Sieges ====&lt;br /&gt;
Siege raids typically have a party of raiders arrive and set up a small camp along the edge of the map with supplies airdropped in to build a number of sandbag walls and mortars with a variety of [[Mortar shell]]s. They will fire upon colonists, colony structures and any visitors or other raiders from factions they are hostile to, only stopping to eat and sleep. If their food or ammunition runs low, more drop pods will land to resupply the raiders.&lt;br /&gt;
&lt;br /&gt;
Siege parties will abandon their camp and any remaining construction to assault the colony when their siege weapons are destroyed or they suffer significant casualties.  Once the attackers are all dead or retreated, any remaining supplies and objects from their camp can be claimed, deconstructed and used by the player.&lt;br /&gt;
&lt;br /&gt;
Since sieges must construct their emplacements and weapons from the materials they receive via drop-pod, it is possible to steal a light-weight critical material (ex. the [[components]]) and thus prevent them from completing construction of the mortars.  Unlike ammunition, sieges will not be resupplied with building materials should any go ''mysteriously missing''.  This strategy must be done early, immediately after the drop pods with construction materials land, else the components may be picked up and delivered before they can be stolen.  If properly executed, the siege will simply mill about their siege base indefinitely, unless attacked.  This not only removes the danger of the incoming mortar shots, but the &amp;quot;sieged&amp;quot; army can then act as a distraction/decoy in the event of a raid by a faction hostile to them (another faction, mechanoids, insects, etc).&lt;br /&gt;
&lt;br /&gt;
The optimal method for accomplishing this is a [[Psycasts#Psycasts|psycaster]] with Skip and Invisibility, and a sufficient amount of neural heat capacity (and psyfocus) to cast Skip several times, and Invisibility at least a 2-3 times ([[psychic sensitivity]] increasing equipment such as Eltex garments and an Eltex Staff or a [[Persona weapon#Persona traits|persona weapon]] with an appropriate trait are recommended to increase maximum neural heat), and ideally a [[jump pack]]. The psycaster should get somewhat close to the sieging enemy group without being noticed (slightly beyond maximum [[sniper rifle]] range is a good rule of thumb), then cast Invisibility on themself.  They should then use their Jump Pack (or Skip, if they lack one) to rapidly move closer to the sieging group, until they are within Skip range of the component pile.  At this point, they should skip the components to their feet, and then continue skipping them away (and following them with Jump Pack leaps, or self-cast skips), until far enough away that the pawn can be told to simply haul them back to base.  Ensure an eye is kept on the pawn's Invisibility timer, and it is recast as needed until back out of range.  Once the components are sufficiently far away, the sieging group will be effectively stuck and unable to complete their mortars.&lt;br /&gt;
&lt;br /&gt;
[[File:Siege.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
A bug [[hive]] has emerged! It will slowly spawn [[insectoids|bugs]] as well as produce additional hives. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
Infestations will only spawn in an open space under an overhead mountain that is at a temperature of greater than -17 Celsius. Certain steps can be made to prevent an infestation such as installing your own floors and walls, but it is not known if the spawn chance can be eliminated entirely other than leaving possible spawning spots open to freezing temperatures. Hives bring glow pods that glow for 20 days (as long as they're installed) and can be reinstalled or sold. Hives produce Insect Jelly. This is the primary food source for the growing swarm. Each active hive will replicate every few game days (depending on difficulty), and the swarm of insects produced will dig themselves out of wherever they are stuck at. It is possible for bugs to dig out enough empty space for roof collapses and cave ins to hit other insects, hives and jelly. One user noted on Cassandra Classic difficulty Rough, the infestation stopped replicating at 30 hives each with 6.1 enemies on average, leaving 183 various insects to fight.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==== Too deep: Infestation ====&lt;br /&gt;
In 1.0, when using a deep drill, you may dig into a group of insects, which will awaken and attack your colony.  This event is a little different in that it doesn't spawn a hive, may occur outside and typically doesn't spawn as many insects as late game infestations.  It seems to happen only at deep drills currently being used.&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Pack ===&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
This event can take place from Base Builder difficulty onwards.  Note that it will display &amp;quot;pack&amp;quot; even if only one animal arrives.&lt;br /&gt;
&lt;br /&gt;
A pack of [[Manhunter|man-hunting]] animals have entered the area. They will roam the region, hunting for humanoid flesh. If they see a colonist run behind a door, they will attempt to beat down the door. They may also attack visiting traders, possibly hurting your good will with that faction if they manage to kill a trader (though downed traders can be rescued for a good will bonus). Manhunters will leave the area in a few days. &lt;br /&gt;
&lt;br /&gt;
A manhunter pack has 40% more points allocated to enemy spawning than an ordinary raid (i.e. a manhunter pack is 40% bigger than a standard raid), and animals from manhunter packs will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave. All animals will have the health condition [[Scaria]], which makes them permanently manhunter. It can be cured with two medicine. While this is a negative event, it can be turned useful for taming as wounded animals can be healed and tamed afterwards, and dead animals can be hauled in for butchering, though there is a chance that the animal will rot on death (changeable in custom difficulties) , but if there are still active manhunters nearby just wait until they're sleeping. You'll have a while before corpses start rotting, depending on the climate and rotting rules.&lt;br /&gt;
&lt;br /&gt;
* Boars, Wargs or anything that runs faster than a baseline human can be very problematic to deal with even with moderately-well defended colonies because they can easily outrun humans, and they all typically arrive in very large numbers meaning they can easily overwhelm a colony.&lt;br /&gt;
* Explosive animals, especially [[boomalope]]s, are arguably easier to deal with in larger numbers as chain reactions can easily happen because of their large 3-square blast radius, meaning that even packs excess of 40 boomalopes can trivially be dealt with by half a dozen of people armed with automatic weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic Wave ===&lt;br /&gt;
A psychic wave is a pulse of psychic energy that immediately drives all members of a species of the local [[animals|wildlife]] insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed. Psychically insane animals are not [[Scaria]] infected.&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
Special events may have prerequisites or only occur during certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== About: Launching the ship ===&lt;br /&gt;
This event appears upon completing the research project [[Research#Starflight basics|Starflight Basics]].&lt;br /&gt;
&lt;br /&gt;
This is a simple reminder about the dangers of powering up the [[ship reactor]] once built.  Once turned on, the number of raids will greatly increase for the next 15 days.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Danger ===&lt;br /&gt;
{{main|Ancient shrine}}&lt;br /&gt;
{{quote|As (Colonist name) draws near the ancient wall a sense of foreboding overcomes him(her). (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers|Message that appears when the first colonist walks near.}}&lt;br /&gt;
&lt;br /&gt;
This event is related to map generation and may not appear on every map. It may occur more than once per map.&lt;br /&gt;
&lt;br /&gt;
A colonist approached a walled out area of the map partially or completely under a mountain that contains one or more of the following: ancient [[cryptosleep casket]]s, [[insectoids|bugs]] with hives, [[mechanoid]]s or treasure. Open at your own risk by blowing a hole in the wall or deconstructing a section. The cryptosleep caskets usually contain humans, but may also contain [[megascarab]]s or be empty. Opening or attacking any casket will cause all the others to open instantly. The Spacers inside the caskets may or may not be dead. If alive, they may or may not be wounded, or armed and hostile. It's even possible for pawns incapable of violence to melee attack. If they are not hostile and can walk, they will try to escape. Any alive Spacers inside may be captured and recruited, usually with a low recruitment difficulty percentage.&lt;br /&gt;
&lt;br /&gt;
Ancient structures may include other treasures like psychic lances and pulsers. [[Luciferium]] can be found in these buildings. Pod people sometimes carry [[plasteel]], [[component]]s, and [[gold]]. The caskets can be claimed and used or deconstructed by the colony.&lt;br /&gt;
&lt;br /&gt;
=== Friendlies ===&lt;br /&gt;
This event can only occur if you are allied with at least one other faction.&lt;br /&gt;
&lt;br /&gt;
Allied factions may send fighters to assist you when mutual enemies appear, such as pirates, manhunters or insectoids.  These fighters may be specifically requested via the comms console at a hit to relations, or the allied faction may send them on their own at no cost to relations.  They won't assist against factions that they aren't hostile to.&lt;br /&gt;
&lt;br /&gt;
They will follow the same attack pattern as any [[Raider]] would do when this event occurs, with a few exceptions: They don't sap or breach due to their intention of being here, but they can drop pod or set up a siege point upon arriving.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that friendly fire will damage your relations with the aiding faction.  On the other hand, rescuing their downed people will improve relations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Friendlies.png|'''Friendlies vs Pirates'''&lt;br /&gt;
File:Friendlies vs Thrumbo.png|'''Friendlies vs Thrumbo'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Friendlies have a strength of around 150 - 400 points, not enough against mid-late game raids on their own. Still, they can add a little to firepower and help in distracting the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Journey offer ===&lt;br /&gt;
{{for|guidance on surviving the event|World Quests Guide#Journey offer}}&lt;br /&gt;
&lt;br /&gt;
[[File:Journeyoffer_ship.png|500px|thumb|right|The ship that always spawns in a journey offer event.(Outdated Textures)]]&lt;br /&gt;
&lt;br /&gt;
This event can only happen once per playthrough.  Due to the distance requirement and the location of your colony on the world map in regards to the portion of the globe generated, it may not have the opportunity to happen if your colony is near the center of a small map.&lt;br /&gt;
&lt;br /&gt;
A friendly AI transmits the location of a distant hidden ship that can help you escape the planet. To board the ship, you need to send out a caravan to trek long distances to get to it.&lt;br /&gt;
&lt;br /&gt;
The ship spawns from 200 to 800 tiles away, with a tendency to spawn as far away as possible. With 100% generated worlds, it will usually spawn on the other side of the planet.  If during world creation you generate a 30% map and land near the center of the map, you may exclude yourself within this 200 tile minimum.&lt;br /&gt;
&lt;br /&gt;
Once you reach the ship's location, you will find a ship with 18 [[ship cryptosleep pod]]s and all the required structures, that may be suffering from different degrees of damage. The [[ship reactor]] is hibernating and will need 15 days to power up, and will attract lots of danger during that stage, so you will need to bunker up and build your defenses, and you have plenty of space to build a full base with the map size of a regular colony. After 15 days the ship is ready to launch, and you can choose to leave or stay for whatever reason.&lt;br /&gt;
&lt;br /&gt;
Besides using the existing parts, you can also choose to expand the ship to accommodate more of your colonists, but you will need to bring the necessary materials and the necessary research (ship cryptosleep caskets).&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Man in black ===&lt;br /&gt;
When your colonists are no longer able to defend themselves, a stranger may join the colony to help.  As their name indicates, men in black come in a full set of black clothing. They also come wearing a [[flak vest]] and always carry a [[revolver]]. However, their skills and traits are fully randomized. &lt;br /&gt;
&lt;br /&gt;
This event seems to be triggered only when all of your colonists are downed at your base. The man in black will not appear on the temporary maps generated for world quests. However, if all your surviving pawns are downed elsewhere, it is possible for the man in black to appear at your base. (Testing is needed to see how these events are affected by allowing multiple colonies in the scenario editor.)&lt;br /&gt;
&lt;br /&gt;
Prior to 1.1.2618 it is possible to get a Man in black who is a pacifist, incapable of caring, etc., who would thus be of limited use to a colony in which all pawns are downed and wounded.&lt;br /&gt;
&lt;br /&gt;
=== Outpost destroyed ===&lt;br /&gt;
[[File:Faction_destroyed.png|400px|thumb|right|R.I.P. some pirate faction, nobody will remember you.]] &lt;br /&gt;
&lt;br /&gt;
This is the notification that triggers when you successfully defeat all humanlike hostiles in an enemy base after invading them (not counting turrets, which need to be neutralized separately). After this you have a while to capture any prisoners (there is usually at least one building suitable to turn into a cell), treat the wounded, pack up and leave before enemy reinforcements arrive in the form of a raid.&lt;br /&gt;
&lt;br /&gt;
==== Faction defeated ====&lt;br /&gt;
Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists.&lt;br /&gt;
&lt;br /&gt;
You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans.&lt;br /&gt;
&lt;br /&gt;
Destroying all enemies and befriending all other factions will make mechanoids the only remaining threat for all future raids.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Ransom (Time remaining) ===&lt;br /&gt;
This event can only occur if a colonist of yours was captured by another faction.&lt;br /&gt;
&lt;br /&gt;
Another faction captured one of your downed colonists somehow and will release that colonist to you... for a price.  Common methods for capturing your colonists include grabbing downed colonists while retreating from a raid or downing an entire caravan.&lt;br /&gt;
&lt;br /&gt;
The offer will be good for 24 game hours.  If paid, the colonist will immediately appear on your map border or be sent via drop pod.&lt;br /&gt;
&lt;br /&gt;
=== Reactor ready ===&lt;br /&gt;
You have completed the 15 day warm up period for starting a [[ship reactor]].  If the rest of the necessary ship parts have been built, it may now be launched.  Raids and sieges will drop considerably after this period is over.&lt;br /&gt;
&lt;br /&gt;
=== Refugee Chased at (Settlement) ===&lt;br /&gt;
This event will not trigger if your faction doesn't have hostile relations with any other human faction.  Pirate band factions should always be hostile since any attempt to improve relations with them is disregarded by design.&lt;br /&gt;
&lt;br /&gt;
When this event triggers a window appears stating that an individual calls you via radio from nearby, seeking refuge from a faction that is hostile to you and chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event.&lt;br /&gt;
&lt;br /&gt;
Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter (a delay between {{ticks|1000}} and {{ticks|2500}}, the pursuing faction arrives in the form of a raid entering the map where the refugee appeared.  Raids arriving this way are 35% stronger than usual.  Still, those chasing raiders are also potential colonists if they can be captured and recruited.&lt;br /&gt;
&lt;br /&gt;
The refugee immediately becomes a new colonist. They are usually poorly armed and clothed.&lt;br /&gt;
&lt;br /&gt;
=== Roof collapsed ===&lt;br /&gt;
This event only happens if something is crushed by the falling roof.  Otherwise, it's only a notification.&lt;br /&gt;
&lt;br /&gt;
All roofs must be supported by a constructed or rock wall within 6 spaces with contiguous roof sections in between itself and that wall. If either of these conditions changes such as via mining, an explosion or demolition, then the roof will collapse.  Damage is dealt to the head and shoulders. Note that falling roofs underneath a mountain can instantly kill any pawn unfortunate enough to be crushed.&lt;br /&gt;
&lt;br /&gt;
If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.&lt;br /&gt;
&lt;br /&gt;
=== Trauma savant ===&lt;br /&gt;
This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.&lt;br /&gt;
&lt;br /&gt;
A colonist has suffered a brain injury and has gained great abilities from it at the cost of others, gaining 50% extra [[manipulation]] while losing the ability to [[talking|speak]], [[hearing|hear]], and have any [[social]] relationships. It also restores the brain to full functioning despite the injury.&lt;br /&gt;
&lt;br /&gt;
===Zzztt...===&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing it to short circuit and start a fire. &lt;br /&gt;
&lt;br /&gt;
If any batteries are connected, the fault will also discharge all stored power in the process, increasing the size of the explosion. Unconnected batteries (through a switch or separate power network) will not be affected. A battery not connected to any conduits will only Zzztt if it is unroofed and gets wet from falling rain or snow. The explosions do [[Damage Types#Flame|Flame damage]]. &lt;br /&gt;
&lt;br /&gt;
The amount of stored power directly affects the size of the explosion, up to a maximum of 15 squares in diameter from a total of 90,000 Wd stored. The explosion can damage any nearby structures, items and colonists, as well as cause fires. The one section of power conduit where it occurred is often destroyed, cutting off power to anything past it unless there is another path for the electricity to flow.&lt;br /&gt;
&lt;br /&gt;
Power networks which contain only [[Battery|batteries]] and no conduits will not experience Zzztt. (Unless the battery gets wet, as described above.) Power networks which contain only conduits will only have a fire on the one tile which contains the conduit where the Zzztt occurred, since there is no stored power to be discharged. Modestly-sized battery banks surrounded by stone walls and protected by switches are useful in order to safely use batteries and conduits in the same network.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 8 days.&lt;br /&gt;
&lt;br /&gt;
==Small Threats==&lt;br /&gt;
===(Animal) Revenge===&lt;br /&gt;
&lt;br /&gt;
An animal that was harmed will go mad and target whomever hurt it.  When you select an animal to be hunted, the game will notify you if it has a chance for revenge and what the percentage is.  Occasionally, all nearby pack members of that animal's species may start attacking their attacker Animals which are not predators, such as muffalo, only attack characters until they are downed. Depending on the vengeful animal's attack types it is possible for a pawn downed in this way to have only bruises which leave them in &amp;quot;no immediate danger.&amp;quot; However, it is also possible for a pawn to receive serious injuries which will kill them more quickly, or even to be consumed by vengeful predators if they are hungry.&lt;br /&gt;
&lt;br /&gt;
===Mad (Animal)===&lt;br /&gt;
{{See also|Manhunter}}&lt;br /&gt;
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, and despite the message stating ''&amp;quot;It will attack anyone it sees&amp;quot;'', the insane animal will charge toward the nearest human ''anywhere'' on the map, attacking any other animal or obstacle ([[door]]s, [[fence]]s, [[barricade]]s, etc. {{Check Tag|Sandbags?|Barricades block animals - do sandbags?}}) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target. Any animal can be dangerous to a colonist, although some are more than others; large animals are obviously so, but small or fast animals such as [[squirrel]]s or [[rabbit]]s can be very hard to hit with ranged weapons, making melee combat more likely.  This event adds additional danger if a [[Boomalope]] or [[Boomrat]] turns, as they explode upon death.&lt;br /&gt;
&lt;br /&gt;
== Generally Bad ==&lt;br /&gt;
=== Animal disease (type) ===&lt;br /&gt;
One or more of your animals will become sick and will need to rest to receive treatment.  Build some animal sleeping spots in their zone so that they can receive treatment.&lt;br /&gt;
&lt;br /&gt;
=== Bad will ===&lt;br /&gt;
You've done something to anger another faction bad enough that they are now hostile to yours. This can happen if you arrest a faction member of theirs, rob one of their caravans or if they take too much friendly fire from your colonists, among other reasons.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad will.png|500px|thumb|none|Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.]]&lt;br /&gt;
&lt;br /&gt;
=== Beavers! ===&lt;br /&gt;
A group of ravenous wood-munching [[alphabeaver]]s appears at the edge of the map. They will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach (including any you're farming) until they consume them all, unless you eradicate them first.&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring more than one colonist to exterminate them if you choose to. If one harmed alphabeaver turns manhunter, it's possible for nearby alphabeavers to also become manhunters, which can turn individually weak beavers into a small army of killing machines.&lt;br /&gt;
&lt;br /&gt;
The incident only occurs in biomes with sparse plants, namely [[arid shrubland]] and [[tundra]] and when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{temperature|{{Q|Alphabeaver|Min Comfortable Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Breakup ===&lt;br /&gt;
[[File:Breakup.png|300px|thumb|none|Breakup]]&lt;br /&gt;
A couple splits, complete with the Mood and Social penalties for both colonists.&lt;br /&gt;
&lt;br /&gt;
=== Birthday ===&lt;br /&gt;
Character gains an age-related illness such as a bad back or cataracts.  They may be cured by using the [[healer mech serum]], or some may be 'cured' by replacing the affected parts with bionics.&lt;br /&gt;
&lt;br /&gt;
Due to age or a pre-existing health condition, they can also have a [[Injury#Heart Attack|heart attack]].&lt;br /&gt;
[[File:Birthday.png|thumb|left|Birthday]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Blight ===&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days.&lt;br /&gt;
&lt;br /&gt;
Blighted crops will not grow or yield anything when harvested, and can spread the blight to other nearby plants while slowly dying.&lt;br /&gt;
&lt;br /&gt;
To stop blight, the affected plants need to be manually selected for cutting or burned.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity , affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
To mitigate the effects of blight, it is recommended to leave 3-square wide empty strips between crops. It is also possible to create strips of plants not affected by blight.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
{{For|the help guide|Defense_structures#Crashed_ships}}&lt;br /&gt;
{{For|information on the ship parts themselves|Crashed ship parts}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby or within the colony, scattering chunks and debris. They have various negative effects on the map.  To stop the effect, destroy the ship part by manually attacking it.  Upon attacking it however, [[mechanoid]]s will emerge to defend it. The size of the group depends on storyteller difficulty and colony wealth.  Both ship parts drop 100 steel, 35 plasteel, 9 steel slag chunks, 4 components and 1 advanced component once destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
[[File:Poison ship.png|thumb|300px|right|A crashed defoliator ship]]&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, eventually reaching the entire map. The poison kills crops randomly, including plants grown in [[Hydroponics basin]]s. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
[[File:Psychic ship.png|thumb|300px|right|A crashed psychic ship]]&lt;br /&gt;
A ship part containing a hostile AI core lands on the map, and projects a psychic drone that negatively affects the [[mood]] of all humans on the map. It begins low and grows progressively stronger the longer it stays. Therefore, it should be destroyed as quickly as possible. Colonists with psychic sensitivity [[traits]] may benefit or suffer more from its effect. The ship's AI is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
===== Drone intensifies =====&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&lt;br /&gt;
=== Death: (Pawn) ===&lt;br /&gt;
One of your pawns has died unintentionally.  Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.&lt;br /&gt;
&lt;br /&gt;
=== (Drug) addiction ===&lt;br /&gt;
A colonist has taken too much of a [[drugs|drug]] and is now [[Addictiveness|addicted]].  They will now need to regularly take that drug or suffer the withdrawal effects.  See here for advice on [[Drugs#Fighting Addictions|fighting addictions]].&lt;br /&gt;
&lt;br /&gt;
=== Cold snap ===&lt;br /&gt;
A cold snap makes the [[temperature]] of a colony drop. It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Disease (Type) ===&lt;br /&gt;
Several of your pawns will be afflicted with a [[disease]]. Which disease they are infected with depends on the biome.  The number of infected depends on the disease and the cruelty of the storyteller.&lt;br /&gt;
&lt;br /&gt;
Non-blunt trauma wounds, treated or not, also have a chance to get [[infection|infected]]. The chance depends on treatment quality and cleanliness of the environment. Animals can also catch infections at a greatly reduced rate compared to humans.&lt;br /&gt;
&lt;br /&gt;
Note that you will still get this notification even if [[penoxycyline]] blocked your colonists from catching a disease.&lt;br /&gt;
&lt;br /&gt;
=== Eclipse ===&lt;br /&gt;
One of your rimworld's moons has moved in front of this rimworld's sun and has shaded this colony's section of the planet.  During this eclipse, solar generators cease producing power and outdoor crops stop growing.  This could be disastrous for a colony dependent on solar power.  Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.&lt;br /&gt;
&lt;br /&gt;
It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
A localized, intense [[lightning]] storm in one area of the map. Causes big [[fire]]s. Clicking the envelope icon offers the option to jump to the location where the strikes will be concentrated in. It also has the side effect of disabling rain.&lt;br /&gt;
&lt;br /&gt;
It affects a area with a radius between 45 and 60 tiles, and while active lightning will strike between every {{ticks|320}} to {{ticks|800}}. Once it finishes no more rain can fall until {{ticks|30000}} has passed. It lasts between 0.075 and 0.1 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Psycasts#Flashstorm|Flashstorm]] Psycast{{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
&lt;br /&gt;
[[File:FlashstormScreenshot.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heat wave ===&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high. It only occurs when the map's summer temperature is at least {{Temperature|20}}.&lt;br /&gt;
&lt;br /&gt;
The major colony risks of the event are failing freezers due to insufficient cooling, and [[heat stroke]] to colonists and animals.  It is often necessary to immediately build [[passive cooler]]s to deal with the heat.&lt;br /&gt;
&lt;br /&gt;
Only the best summer clothing ([[cowboy hat]]s and [[duster]]s made of [[camelhide]] and [[panthera fur]]) might allow your colonists to still work outdoors.  Appropriate apparel will not avoid the mood debuff from &amp;quot;sleeping in the heat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Colonists will complain about the heat, especially when sleeping in it, if their rooms are not properly cooled. Additionally, things might rot in [[Temperature#Freezer Tips|inadequately cooled freezers]]. There is also a chance for a fire to randomly appear on the map which can quickly spread.&lt;br /&gt;
&lt;br /&gt;
Some animals will leave the map if the temperature is too far outside their comfortable range.  Visiting colonists and traders will also leave.&lt;br /&gt;
&lt;br /&gt;
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Hostile: (Faction) ===&lt;br /&gt;
Relations with a rough outlander union or a rough tribe will decay over time.  If they decay below -75, then their faction will become hostile to yours until relations rise to at least 0.&lt;br /&gt;
&lt;br /&gt;
=== (Mental break type): (Colonist) ===&lt;br /&gt;
One of your colonists or prisoners has had it and has a [[Mood#Mental breakdowns|mental break]].  During this time, the afflicted colonist will be effectively unavailable, will not do colony work and can not be drafted.  They will use forbidden doors and items. They will also attend to their needs such as sleep, recreation, and eating.&lt;br /&gt;
&lt;br /&gt;
Colonists or prisoners having a break may cause more trouble for themselves or others, depending on the type of break.  They may attack other people or animals (including dangerous ones), wander into a firefight, set fires, get out of their bed when they need medical treatment, etc.&lt;br /&gt;
&lt;br /&gt;
Depending on the nature of the mental break, there are several ways to handle the situation:&lt;br /&gt;
* Wall the person in – this is only possible if they wander to a suitable location.&lt;br /&gt;
* Try to arrest them.  They will possibly resist and need to be beaten down, causing injury.  This will also give them a fairly long-lasting mood debuff (&amp;quot;I was arrested!&amp;quot;) after you release them from jail.&lt;br /&gt;
* Wait out the situation - This takes a while for most minor breaks. &lt;br /&gt;
&lt;br /&gt;
If the person tries to go on a possibly dangerous drug binge, you can try to keep the drug in question out of their reach (burn it, take it on a caravan, surround the stockpile with walls; some mods such as Pick Up and Haul allow you to pick up items directly, which is the easiest, albeit cheesy way to deal with that). &lt;br /&gt;
&lt;br /&gt;
A crude but sometimes effective solution if you only have a small amount of the drug in question is to create a critical-priority stockpile on a far corner of the map, then have another colonist haul it there. The long walk to get to the stockpile will sometimes allow the mental break to end before the pawn has consumed any drugs.&lt;br /&gt;
&lt;br /&gt;
After the break ends, the affected person will get a substantial mood ''buff'' of +40 (&amp;quot;Catharsis&amp;quot;[&amp;quot;It feels good to unbottle my feelings&amp;quot;]) that lasts several days.  This usually, effectively, makes them immune to further mental breaks for the duration.  If you suspect another breakdown will occur after the catharsis ends, take precautions while the colonist is still controllable (for example, place them in a cryptosleep casket).&lt;br /&gt;
&lt;br /&gt;
=== (Name): Heart attack ===&lt;br /&gt;
A character or tamed animal suffers a [[Injury#Heart Attack|heart attack]].  Characters will seek out a medical bed or their assigned bed for treatment. Animals will return to the nearest empty animal bed or sleeping spot. Doctors will then proceed to attempt to resuscitate the victim, using medicine if allowed and available.&lt;br /&gt;
&lt;br /&gt;
During a heart attack, people or animals can fall unconscious or even die if not treated in time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Heart attack.png|'''Heart attack notification'''&lt;br /&gt;
File: Heart attack health tab.png|'''Health tab'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overdose: (Colonist) ===&lt;br /&gt;
One of your colonists or animals has [[overdose]]d by taking too many drugs in a short amount of time and potentially permanent damage or death could occur.&lt;br /&gt;
&lt;br /&gt;
=== (Pawn) hit trap ===&lt;br /&gt;
One of your dumb colonists or animals stepped on one of your traps and managed to set it off. &lt;br /&gt;
&lt;br /&gt;
Pawns with the Nimble trait have a 10% of the normal chance of triggering a trap.&lt;br /&gt;
&lt;br /&gt;
This can only happen if your colonists or animals are forced to tiptoe through an armed trap when there is no alternative movement path available.&lt;br /&gt;
&lt;br /&gt;
=== (Predator) hunting (Pawn) ===&lt;br /&gt;
A wild predator has targeted one of your colonists or animals for killing and eating!  You may want to get this colonist or animal to safety. Drafted colonists will defend themselves.  To defend your animals, if there is enough distance, zone them to safety.  Otherwise, move a drafted colonist to fire on the predator.&lt;br /&gt;
&lt;br /&gt;
=== Prison break ===&lt;br /&gt;
Prisoners have staged a breakout! They have somehow defeated the door lock and may seek weapons, fight, or try to escape. Prisoners are more likely to attempt breakout when they are unhappy, healthy and numerous*. Prisoners who are together in a single room will break out together. It's not clear if the number of prisoners in a room actually increases the chance of any single prisoner breaking out, or if the combined individual chances of all present create that greater likelihood.{{Check Tag|Detail Needed}}  &lt;br /&gt;
&lt;br /&gt;
Prisoners who can't walk cannot trigger a prison break by themselves, nor participate in a group escape.&lt;br /&gt;
&lt;br /&gt;
Using low damage weapons is advised when containing a prison break to avoid a risk of killing them.   Since prisoners are technically part of an enemy faction, any friendlies on the map will engage them. This is helpful if you need to contain a larger break, though the use of higher-powered weapons means they have a higher chance of outright killing the prisoner. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Prison break.png|300px|thumb|none|Prison break]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic drone ===&lt;br /&gt;
{{for|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood).&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it as the point of origin is off-map. [[Psychic sensitivity]] can be a big factor in the threat posed by this event - pawns with [[Traits#Psychic Sensitivity|traits]] that increase sensitivity should be paid special attention, and any equipment that enhances it should removed. Use of [[psychic foil helmet]]s, with priority given to more sensitive pawns, will help mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
There's also a positive version called [[Events#Psychic soothe|Psychic soothe]].&lt;br /&gt;
&lt;br /&gt;
Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
=== Rejected proposal ===&lt;br /&gt;
After two characters [[Events#New lovers|fall in love]], one of them proposed marriage but is turned down, which may result in the couple breaking up. The proposing one suffers a mood penalty of -18 for 25 days.  They may accept another offer in the future.  Note that a later, accepted proposal will not remove the mood effects of the previous, rejected ones.&lt;br /&gt;
&lt;br /&gt;
[[File:Rejected proposal.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Solar flare ===&lt;br /&gt;
Solar flares cause all electrical devices to stop working for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Colonies with walk-in freezers will have their coolers stop working, causing any frozen perishable goods to begin spoiling if warm outside.  If you have a wood fueled cooking stove or campfire available, it is possible to save at least some perishables by quickly cooking them into meals, extending their shelf life.&lt;br /&gt;
* Heaters and coolers will stop working.  If the outdoors temperature is currently outside those crops' survivable temperature, greenhouse crops will quickly die unless campfires or passive coolers are built immediately.&lt;br /&gt;
* Colonists will be at risk of heatstroke or hypothermia if living in a biome with extreme temperatures and temperature control devices aren't built fast enough.&lt;br /&gt;
* Crops grown in hydroponic basins will rapidly die regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the  ''''&amp;lt;trader&amp;gt; has left comms range&amp;quot;'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.&lt;br /&gt;
&lt;br /&gt;
Because the ''solar flare'' event is short, most of these adverse effects are limited and often manageable. It lasts from 0.15 to 0.5 days (~4-12 hrs).&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
{{Stub|section=1|reason=What is the severity increase rate?}} &lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region that will slowly settle out of the atmosphere. It will last for anywhere from a few days to an entire season.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Toxic fallout'' is a dangerous event that can cause serious long-term damage to your colony if caught unprepared or not handled appropriately.&lt;br /&gt;
&lt;br /&gt;
Toxic fallout causes [[toxic buildup]] in any person or creature not under a roof; spending time under a roof reduces the buildup. High buildup can permanently sicken pawns with [[dementia]] or eventually a [[carcinoma]] if it progresses far enough (40% severity onwards). Dementia is only treatable with a [[healer mech serum]] or [[luciferium]], though carcinomas can be removed surgically with high skill and an unavoidable chance of death.&lt;br /&gt;
&lt;br /&gt;
All plants including crops will wither during the fallout. Outdoor crops can be preserved under roofs; they will eventually rot, unless kept growing under a [[sun lamp]].  Trees are affected, which can lead to a wood shortage.&lt;br /&gt;
&lt;br /&gt;
Both domesticated and wild animals are also affected by toxic buildup, and while their buildup severity increases at half the rate of humans, they will eventually die. This normally means that all wildlife on the map is wiped out during the event. The notable exception to this is [[insectoids]], which are outright immune to buildup. Animals killed with &amp;quot;moderate&amp;quot; or higher toxic buildup will only leave &amp;quot;rotten&amp;quot; bodies that are unsuitable for consumption.  Hunt valuable wild animals immediately when the event occurs to be able to still harvest them for food and materials.  Otherwise fresh corpses left without a roof will also rapidly rot, even if frozen. [[Mechanoids]] are similarly immune.&lt;br /&gt;
&lt;br /&gt;
If you have domesticated animals that you cannot feed under a roof, it is viable to release them for short periods of time to let them graze in the open.  Another viable tactic is to send herbivorous animals on a [[caravan]], if the season allows them to graze.  This will protect them from the toxic fallout, and not require you to feed them manually.&lt;br /&gt;
&lt;br /&gt;
A notification will appear once the fallout has stopped. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once moved to a safe place, creatures will need up to 12.5 days to recover.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Solar panels will produce less power, and natural plant growth will be slowed. Volcanic Winters also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony.&lt;br /&gt;
&lt;br /&gt;
When the event finishes the message &amp;quot;Most of the volcanic ash has settled.&amp;quot; will be displayed.&lt;br /&gt;
&lt;br /&gt;
It lasts between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.&lt;br /&gt;
&lt;br /&gt;
== Generally Good ==&lt;br /&gt;
=== AI Core Offer ===&lt;br /&gt;
&lt;br /&gt;
A non-hostile faction will notify you that they know where an [[AI persona core]] is located: a critical component for building a ship.  They will want 1500 silver for this information.  However, you can only make this request at the comms console with factions which have at least +40 relations.&lt;br /&gt;
&lt;br /&gt;
=== Allied: (Faction) ===&lt;br /&gt;
Relations with another faction have risen above +75 and you are now allied with them.  They may now [[Events#Friendlies|assist you]] against mutual enemies.&lt;br /&gt;
&lt;br /&gt;
=== Ambrosia sprout ===&lt;br /&gt;
{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
&lt;br /&gt;
A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ambrosia sprout.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Anima tree sprout ===&lt;br /&gt;
{{Royalty|None}}&lt;br /&gt;
If an [[anima tree]] was killed by any means, this event can occur within a few days from the last death of the tree, appearing at random places that are unaffected by its radius.&lt;br /&gt;
&lt;br /&gt;
=== Gauranlen pod sprout ===&lt;br /&gt;
{{Ideology|None}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
=== (Animals) join ===&lt;br /&gt;
Tamed dogs or farm animals join your colony.&lt;br /&gt;
[[File:Animals join.png|400px|thumb|none|Animals join]]&lt;br /&gt;
&lt;br /&gt;
=== (Animal) self-tamed ===&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony.&lt;br /&gt;
&lt;br /&gt;
You should probably check the &amp;quot;Animals&amp;quot; tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted.&lt;br /&gt;
&lt;br /&gt;
[[File:Thrumbo self-tamed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Previously tamed animals which return to the colony can self-tame. When doing so they retain all training they previously had.&lt;br /&gt;
&lt;br /&gt;
=== Aurora ===&lt;br /&gt;
An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude.&lt;br /&gt;
&lt;br /&gt;
=== Cargo pods ===&lt;br /&gt;
From time to time, cargo pods from the wreckage of the ship will fall out of orbit and land on your map. Each drop will contain only one type of resource in a random amount.  The remains of the pods become pieces of slag, which can be refined into usable metal at an [[electric smelter]].  The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on.&lt;br /&gt;
&lt;br /&gt;
[[File:Cargo pods.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Enemy now neutral: (Faction) ===&lt;br /&gt;
This notification will appear once relations have been improved with a Hostile faction enough that they will no longer be hostile.  Common ways to improve relations include releasing prisoners from their faction (which must leave the map safely to receive the bonus), having successful [[#Peace talks|peace talks]] or providing gifts.&lt;br /&gt;
&lt;br /&gt;
=== Gift from (Faction) ===&lt;br /&gt;
Occasionally, visitors from another faction may leave a gift for your colony upon leaving.&lt;br /&gt;
&lt;br /&gt;
=== Herd migration: (Animal) ===&lt;br /&gt;
[[File:Thrumbo herd migration.png|400px]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. &lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
=== Inspiration: (Type) ===&lt;br /&gt;
One of your colonists has had a [[mental inspiration]] and will perform much better at a certain skill.  The inspiration usually lasts for around eight days.&lt;br /&gt;
&lt;br /&gt;
Inspirations can only occur if the colonist is in a very good mood.&lt;br /&gt;
&lt;br /&gt;
=== Legendary Work ===&lt;br /&gt;
One of your colonists has produced an object of legendary [[quality]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Marriage is on! ===&lt;br /&gt;
[[File:Marriage is on.png|thumb|right|400px|link=|&amp;quot;''Susy has accepted Mat's marriage proposal...''&amp;quot;]]&lt;br /&gt;
A couple that has been together for a while will announce their engagement.  The wedding will take place some time in the future.  This allows players to have enough preparation time to build a [[Marriage spot]] if they choose.  If not, any Gather Spot will do.  Any built table or campfire by default is checked as a Gather Spot, but will be overridden by a Marriage spot.  When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry.&lt;br /&gt;
&lt;br /&gt;
Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting mood buff to the colonists involved.  This can be a major productivity boost, and lead to inspirations across the colony.  Therefore it is often worth strategically having as many colonists as possible to be present when the marriage takes place.&lt;br /&gt;
&lt;br /&gt;
Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event.  A quick &amp;quot;draft&amp;quot; and &amp;quot;undraft&amp;quot; should be enough to coerce all capable colonists to attend.  Colonists on caravans obviously cannot attend.&lt;br /&gt;
&lt;br /&gt;
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all except for eating until the couple comes back. This can cause characters to get binges and no wardens or doctors looking out for prisoners can easily let captives break out.&lt;br /&gt;
&lt;br /&gt;
Married pawns will want to sleep in the same bed, like with lovers (mentioned later). They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Masterwork ===&lt;br /&gt;
One of your colonists has created an item of masterwork quality.&lt;br /&gt;
&lt;br /&gt;
=== New lovers ===&lt;br /&gt;
[[File:New lovers.png|250px|right|thumb|none|A character woos another into a romance and she agrees]]&lt;br /&gt;
You receive the announcement that two characters have become lovers and &amp;quot;now want to sleep together&amp;quot;; these are usually colonists, but a pair of [[prisoner]]s can also become lovers. They will receive [[mood]] boosts or debuff proportional to their [[opinion]] of their partner ranging from ? to ? for ? and ? opinion.{{Check Tag|Values?}} Additionally, starting the moment their new relationship is announced, couples will ''immediately'' have a -4 mood debuff for &amp;quot;''sleeping alone''&amp;quot;, even if they won't get their first chance to sleep together for hours. This can be rememdied by assigning both pawns to a two person bed, such as the [[double sleeping spot]], [[double bedroll]], [[double bed]] or [[royal bed]]. Couples that sleep in the same bed can also perform [[Lovin]]' for a mood boost to both partners. If a couple is going to go on [[caravan]]s together, a double bedroll may be desirable in addition to their permanent arrangement.{{Check Tag|May?|Needs specificity - does it or does it not impose the penalty. Can they get lovin' during caravns. Also, the answer should be reflected on Caravan page}} &lt;br /&gt;
&lt;br /&gt;
As the ''&amp;quot;sleeping alone&amp;quot;'' penalty is applied immediately, it can be useful to simply place in a double sleeping spot in one of their current rooms, ideally the better of the two, and assign the couple to that. So long as a double bed is constructed in time for them to sleep in it, there will be no &amp;quot;slept on the ground&amp;quot; debuff, and meanwhile you'll immediately lose the &amp;quot;sleeping alone&amp;quot; penalty.&lt;br /&gt;
&lt;br /&gt;
=== New recruit ===&lt;br /&gt;
You'll get this notification whenever a Warden has succeeded in recruiting a prisoner. It also appears if a [[Events#Transport pod crash|transport pod crash]] victim chooses to join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Party ===&lt;br /&gt;
One of your colonists will throw a party, improving the mood of all attendees for a sustained time and providing an opportunity for rapid social exchanges.  They will usually have [[beer]]s and [[smokeleaf joint]]s if available and eat meals even if not very hungry.  Note that the player may have to wake up any sleeping colonists such as Night Owls or otherwise distract other colonists from their work so that they attend the party.  An easy way to do this is by quickly drafting and undrafting them. Some colonists may leave the party to go do work. They can be encouraged to return to the party by adjusting the Schedule so they are not assigned work at that moment.&lt;br /&gt;
&lt;br /&gt;
Colonists will continually get stacking mood buffs the longer they attend a party. Each stack adds +0.4 to mood, lasts 10 days and stacks up to 10 times. (This might be obsolete, as +8 mood buffs have been observed in 2022).&lt;br /&gt;
&lt;br /&gt;
The party will by default happen around an item checked as a Gather Spot, such as a table or campfire, but may be overridden by building a [[party spot]].&lt;br /&gt;
&lt;br /&gt;
Similar to marriage ceremonies, characters that do not reach the party in time don't get the mood buffs.&lt;br /&gt;
&lt;br /&gt;
If a raid occurs during the party, the party will be cancelled with the message: &amp;quot;The party has been called off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Psychic soothe ===&lt;br /&gt;
When this event triggers it gives a positive mood modifier (+16 for normal colonists, more or less depending on the pawn's psychic attunity) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]].&lt;br /&gt;
&lt;br /&gt;
The positive effect will be attenuated by [[psychic foil helmet]]s.  Make sure to take them off all colonists for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
[[File:Psychic soothe.png|400px|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Quest completed ===&lt;br /&gt;
You've done what was requested by other factions and will receive the reward at your nearest(?) base via pods very close to your buildings, along with an improvement in relations.  The reward will arrive forbidden, so you will have to un-forbid it before your colonists will haul it in.  The pods may also crash through your roof, so be prepared to repair.&lt;br /&gt;
&lt;br /&gt;
=== (Trader type) ===&lt;br /&gt;
This event without a faction mentioned occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]].  Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam silver and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
=== (Trader type) from (Faction) ===&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial.  Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
=== Transport pod crash ===&lt;br /&gt;
Rarely, a transport pod will crash land nearby with a downed occupant. Transport pods contain lost spacers or members of other factions. Before deciding what to do to the occupant, it is a good idea to check which faction they belong to. If the transport pod crash victim is an unaffiliated Spacer or a member of a friendly or neutral faction, you can rescue them if you have an available medical bed. If they are a member of a hostile faction, you will need an unoccupied prison bed. Once healed, non-hostile crash victims will either join your colony out of gratitude or walk away to return to their faction. Non-hostiles who return to their colonies will give a good will bonus. [[Prisoner|Capturing]] a member of a non-hostile faction will turn them hostile. If you do nothing and their injuries aren't severe, it's possible for them to stand on their own after a while and leave the map.&lt;br /&gt;
&lt;br /&gt;
For Spacers, there is no faction goodwill bonus for healing or releasing them and no mood penalty for leaving undesirable colonist candidates to die, as long as you don't capture them first. A near-guaranteed way to recruit them is to capture rather than rescue them. Their recruitment difficulty percentage is usually low and this will also train your warden's Social skill. &lt;br /&gt;
&lt;br /&gt;
For non-hostile faction members, you should always rescue them. This gives them a chance to join your faction, but most likely they will just leave once healed, increasing goodwill.&lt;br /&gt;
&lt;br /&gt;
[[File:Rescuee joined your group.png|400px|thumb|none|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
&lt;br /&gt;
=== Wanderer joins ===&lt;br /&gt;
A random colonist arrives from a map edge and joins the colony immediately. Like most events involving other people, the wanderer has a chance to be related to an existing colonist.  They will most likely be naked, so have some spare clothes ready just in case. Notification: ''A villager named (name) has arrived and is joining the colony. (Gender) is a (backstory)''.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]], the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wild (wo)man wanders in ===&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map.  You have the option to &amp;quot;Tame&amp;quot; this person with a minimum animals skill of {{Q|Human|Minimum Handling Skill}}. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. Arresting them will no longer allow you to recruit or enslave them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)man may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Royal Tribute Collector ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
== Neutral ==&lt;br /&gt;
=== Affair ===&lt;br /&gt;
Somebody who is already married starts an affair with a single person.  It is possible for your colonists to cheat on their lovers who aren't members of your faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Affair.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Area revealed  ===&lt;br /&gt;
A hidden area has been opened up on the map, with an appropriately colored event envelope regarding the nature of the reveal. It's often associated with opening an [[#Ancient_Danger|Ancient Danger]], which are usually easy to find due to their large rectangular shape.  It can also occur with opening buildings on maps, whether freestanding buildings on a map or opening enemy buildings during your own raids.  It can also occur when mining, usually by accident when long straight lines are selected for digging.  However, sometimes entrances to these areas can be seen on the map.  Look along the edges of a mountain for one or more visible edge blocks facing inward. Mining this section out can reveal new mineral riches, new farmland, new animals, new threats... or absolutely nothing.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Inward facing edges.png| '''Find inward facing edges,''' &lt;br /&gt;
File:Area revealed.png| '''...and open up an entire valley.'''&lt;br /&gt;
File:Inward facing rocks.png|'''more inward rocks'''&lt;br /&gt;
File:Area revealed red.png|'''this area contains a threat&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== (Leader) died: (Faction) ===&lt;br /&gt;
Occasionally, the leader of another faction will die, sometimes through no action on your part. The popup window will also announce his or her successor.&lt;br /&gt;
&lt;br /&gt;
This alert uses the variable title of the leader in question. For example, if the &amp;quot;boss&amp;quot; of a pirate band dies you will see 'Boss died', if the &amp;quot;chief&amp;quot; died, then it will read 'Chief died', and so on.&lt;br /&gt;
&lt;br /&gt;
This will also happen if the leader personally comes to raid your base and is killed in action.  Killing an enemy faction leader will give a mood buff for a while to the colonist that accomplished this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid with Faction leader.png|'''Raid with Faction leader presence'''&lt;br /&gt;
File:Boss died Faction new b.png|'''(Boss name) died / The new boss is (name)'''&lt;br /&gt;
File:Defeated hostile leader name.png|'''Defeated hostile leader (name)'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== New (Leader): (Faction) ====&lt;br /&gt;
Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and [[#New recruit|recruiting]] another faction's leader. The leader then places first at the colonist bar, instead of last.&lt;br /&gt;
[[File:New chief.png|250px|thumb|none|Chief of a hostile tribe recruited to colony.]]&lt;br /&gt;
&lt;br /&gt;
=== Meteorite ===&lt;br /&gt;
A large meteorite has struck ground in the area. It has left behind a lump of [material]. During daylight, a large shadow will project on the ground which shrinks as it closes in.&lt;br /&gt;
&lt;br /&gt;
Any colonists beneath the meteorite has a small while to escape before they are crushed by it, the map tile will read: Meteorite (incoming).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Meteorite.png|'''Landed meteorite'''&lt;br /&gt;
File:Meteorite before impact.png|'''Flying meteorite'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rare Thrumbos ===&lt;br /&gt;
Two to six [[thrumbo]]s will spawn at the edge of the map, staying around for a while to eat anything they can, including your crops.  The player can attempt to hunt or tame them, both of which are very difficult.  If no action is taken, they will leave on their own after a few days.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 13 days.&lt;br /&gt;
&lt;br /&gt;
=== Ship chunks ===&lt;br /&gt;
This event doesn't have an envelope, but rather appears in the notification bar up top, assuming these chunks don't strike your colony or pawns.  One or more [[ship chunk]]s fall onto the map. They can be deconstructed for 5-6 [[component]]s and 20 [[steel]].  Rarely they can punch through roofs, damaging structures near it.  Extremely rarely they can land right on top of a colonist, killing them.&lt;br /&gt;
&lt;br /&gt;
In Beta 18 the ship chunk creates an explosion upon landing. The falling chunks cast shadows on the ground, giving a little time for colonists to move out of the way.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
This event merely informs you that you are ill-prepared for the winter.  Grow some more food and get some warm clothing.  Plan ahead for any additions to your colony during these seasons, including recruits and born animals.&lt;br /&gt;
&lt;br /&gt;
=== Traveler Visit ===&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
=== Relationship ===&lt;br /&gt;
[[File:Relationship.png|300px|thumb|none|Relationship, in this case is Fiancee.]]&lt;br /&gt;
Normally this isn't an event on its own, but rather an addition to other events that involve other pawns such as raids or traders arriving.  In any instance of other humanoids visiting your base, there is a chance that one or a few of the visitors or raiders may be related to your existing colonists.  Clicking the event envelope will show the relation.&lt;br /&gt;
&lt;br /&gt;
If the visitor instance itself was an event, it will add &amp;quot;(Relationship)&amp;quot; onto the end of the envelope title.  If the instance would only have been a notification otherwise such as other factions crossing your map, it will become a Relationship event on its own.&lt;br /&gt;
&lt;br /&gt;
In 1.0, it's also possible for this event to show up when you raid an enemy location if a relative lives there.&lt;br /&gt;
&lt;br /&gt;
=== Visitor(s) ===&lt;br /&gt;
Friendly faction members may stop by your settlement.  Occasionally, they will have a few goods to trade.  Like a regular trader they will mill about the player's colony for a while.  Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods.&lt;br /&gt;
&lt;br /&gt;
Visitors possess no higher purpose otherwise.  Still, their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
{{for|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Attack begun ===&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
=== Bandit camp opportunity ===&lt;br /&gt;
{{see also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
=== Caravan ambushed / (manhunters) ===&lt;br /&gt;
While traveling, one of your [[caravan]]s are attacked.  The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
==== Caravan battle won ====&lt;br /&gt;
This event will tell you if your people won their fight.&lt;br /&gt;
&lt;br /&gt;
=== Caravan arrived at (Location) ===&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
=== Caravan lost ===&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan destroyed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan meeting by (Caravan ID) ===&lt;br /&gt;
This is a pop up window rather than an event with envelope icon.  While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you.  Of course, you also have the option to attack them.  Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
=== Caravan ready ===&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map.  It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
=== Caravan request ===&lt;br /&gt;
Other friendly factions may make a special trade request of you.  The popup will specify which goods they want, the price they're willing to pay for them and the deadline they want them by.  They may pay in silver or make a trade for a different item.  They will usually pay well over the standard price that those items would otherwise be.  Which good they want and how much of it can be checked afterward by clicking on the requesting colony on the World tab.&lt;br /&gt;
&lt;br /&gt;
This event is more likely the more colony wealth you have, up to 2x chance at 300,000 wealth.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and hand over members as slaves. If you don't, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
=== Incapacitated refugee quest ===&lt;br /&gt;
[[File:Incapacitated refugee.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[Name, adulthood background] of the Spacer faction contacts you on radio and requests help. He/She is wounded and unable to move.  Without your help, he/she will die within X days. It may be dangerous there, so beware.  The refugee will be anywhere from 2 to 13 tiles away from your base and will die between 7 and 15 days.  For some strange reason, the refugee is capable of holding out much longer than his bleeding rate would otherwise be if he was present at your colony, so an immediate rescue is not much different than rescuing moments before death.  Entering that map will speed up any bleeding, however.&lt;br /&gt;
&lt;br /&gt;
Once you go to the map, there will be a downed refugee waiting. Right-clicking and selecting 'Offer help' on the refugee will instantly recruit him. You have 15 days to rescue the refugee and wait for his wounds to heal.&lt;br /&gt;
&lt;br /&gt;
There is no mood penalty for leaving an undesirable colonist candidate to die as long as you don't recruit them first.&lt;br /&gt;
&lt;br /&gt;
=== Item Stash Opportunity (Time Remaining) ===&lt;br /&gt;
Another faction leader will tell you of the existence of an item stash on the map. The items will often be guarded and others will gather the items first if you aren't fast enough getting to them.&lt;br /&gt;
&lt;br /&gt;
Item stashes will timeout between 10 – 30 days. They may have a quest item, 3 - 5 [[skilltrainer]]s, or anywhere between 5 - 9 non-quest items. The total value is around 2000 - 3000 silver. &lt;br /&gt;
&lt;br /&gt;
It is possible that the stash generates with an initially hostile faction guarding it, but [[Events#Good will|Good will]] triggering before your colonists arrive at the stash will turn them friendly. &lt;br /&gt;
&lt;br /&gt;
Once the defenders are defeated, you will have two and a half days before the game automatically reforms your caravan. The game will not collect the items for you, so you must either gather them yourself and leave the map or manually reform the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Peace talks ===&lt;br /&gt;
[[File:Peace talks.png|400px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a subevent of its own. No matter the outcome, your negotiator will always gain social skill.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk triumph ====&lt;br /&gt;
The peace talks were very successful, giving a great boost to relations from 50 to 75. In addition, the faction will give a farewell gift worth between 500 and 1500 silver.&lt;br /&gt;
&lt;br /&gt;
Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk success ====&lt;br /&gt;
The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.55.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk flounder ====&lt;br /&gt;
The talks were neither successful nor a failure, and relations remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.2.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk backfire ====&lt;br /&gt;
The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk disaster ====&lt;br /&gt;
The peace talks have failed so miserably that the faction hates you a lot more now, with a -25 to -75 damage to relations, as well as instantly turning hostile if they aren't already.&lt;br /&gt;
&lt;br /&gt;
In addition, the angered faction sends a group of attackers after your negotiating party.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.05.&lt;br /&gt;
&lt;br /&gt;
==== Outcome chances ====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.&lt;br /&gt;
&lt;br /&gt;
*At 0% power, the bad outcome factor is 4.&lt;br /&gt;
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.&lt;br /&gt;
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Flounder = 0.2&lt;br /&gt;
*Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
*Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
Finally, the probability of each outcome is calculated:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
Take a level 15 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.&lt;br /&gt;
#The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143&lt;br /&gt;
#*Success = 0.55 * ( 1 / 0.7) = 0.786&lt;br /&gt;
#*Flounder = 0.2&lt;br /&gt;
#*Backfire = 0.1 * 0.7 = 0.07&lt;br /&gt;
#*Disaster = 0.05 * 0.7 = 0.035&lt;br /&gt;
#The sum total of new weights is calculated:&lt;br /&gt;
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234&lt;br /&gt;
#Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#*Triumph = 0.143 / 1.234 = 11.58%&lt;br /&gt;
#*Success = 0.786 / 1.234 = 63.69%&lt;br /&gt;
#*Flounder = 0.2 / 1.234 = 16.21%&lt;br /&gt;
#*Backfire = 0.07 / 1.234 = 5.67%&lt;br /&gt;
#*Disaster = 0.035 / 1.234 = 2.84%&lt;br /&gt;
&lt;br /&gt;
=== Prisoner rescue request ===&lt;br /&gt;
A prisoner locked up in a hostile faction steals a radio and calls your faction for help. &lt;br /&gt;
&lt;br /&gt;
You can send out a caravan to rescue the prisoner. Once arrived, they will find an enemy outpost with a revealed cell containing food and the prisoner.  To rescue the prisoner, a colonist must reach him or her, whether by your colonists entering the cell (claim the door first for easy entry) or blowing a hole in the wall, and then offer help. If help is not offered, the prisoner will not be free, even if the cell is destroyed.&lt;br /&gt;
&lt;br /&gt;
The event will expire if ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:PRO 0.png|'''World event letter'''&lt;br /&gt;
File:PRO 1.png|'''World map location'''&lt;br /&gt;
File:PRO 2.png|'''Event specific map'''&lt;br /&gt;
File:PRO 3.png|'''Event success notification'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Precious minerals found ===&lt;br /&gt;
[[File:Lump of precious resources.png|300px|thumb|right|Lump of precious resources]]&lt;br /&gt;
&lt;br /&gt;
This event may only occur once the [[long-range mineral scanner]] is built, powered and being used.&lt;br /&gt;
&lt;br /&gt;
Your long-range mineral scanner has found a lump of precious resources nearby, depending on the resource it's set to. We don't know who or what - if anything - might be guarding it. The minerals are usually guarded either by pirates or a manhunter pack.&lt;br /&gt;
&lt;br /&gt;
Once colonists reach the spot, a temporary map will be generated with the precious resource lump in the middle. After arrival and defeat of all enemies, you have 10 days to mine the lump and anything else around it. Prior to your colonists reaching it, the lump lasts for 30 days (or forever prior to 0.19/1.0).&lt;br /&gt;
&lt;br /&gt;
=== Quest no longer available ===&lt;br /&gt;
A world quest previously given can no longer be done by your faction.  This happens with quests such as wiping out an enemy outpost due to reasons such as making peace with that enemy faction.&lt;br /&gt;
&lt;br /&gt;
=== Rescuee joins ===&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Sub-events ===&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it.  It's even possible for animals to lie in wait.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&lt;br /&gt;
=== Game over ===&lt;br /&gt;
This happens when all your colonists are either dead, missing or left the planet. The game will show a UI which says that everyone is gone or dead, and allows you to return to the main menu or continue playing. It also says that someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from.&lt;br /&gt;
&lt;br /&gt;
[[File:Game_over.png|400px|thumb|left|Welp, time to start a new game I guess...]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Planetkiller ===&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&lt;br /&gt;
[[File:Game_over_planetkiller.png|400px|thumb|left|Ouch.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous version of RimWorld.&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively.  Enemies may directly target your animals during attacks.  Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab.  Wild predators may hunt and kill your animals, including bonded ones.  Bonded animals can also fall into traps.  It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|none|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event.  Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]].  If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&lt;br /&gt;
=Event Data=&lt;br /&gt;
{|&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[Events#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[Events#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash|Psychic Ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[Events#Manhunter pack|Manhunter Pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[Events#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[Events#Faction Assistance|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal|Mad Animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Events#Cold Snap|Cold Snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Events#Heat Wave|Heat Wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[Events#Alphabeavers|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Events#Eclipse|Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Events#Solar Flare|Solar Flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Events#Psychic Drone|Psychic Drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion|Zzzt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[Events#Mysterious Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Events#Toxic Fallout|Toxic Fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Events#Volcanic Winter|Volcanic Winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[Events#Pirate Merchant In Range|Pirate Merchant]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[Events#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[Events#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[Events#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[Events#Cargo Pods|Cargo Pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[Events#Escape Pod|Escape Pod]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Events#Psychic Soothe|Psychic Soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[Events#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id =&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland&lt;br /&gt;
{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert&lt;br /&gt;
{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest&lt;br /&gt;
{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet&lt;br /&gt;
{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice&lt;br /&gt;
{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest&lt;br /&gt;
{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest&lt;br /&gt;
{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[Events#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[Events#Volcanic winter|Volcanic winter]], [[Events#Refugee Chased at (Settlement)|Chased refugee]], [[Events#Psychic soothe|Psychic sooth]], [[Events#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[Warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[Events#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[Events#(Animals) join|Farm Animals Wander In]], [[Events#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[Events#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[Events#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - [[Events#Alphabeavers||Alphabeaver]] event will happen even if the outdoor temperature is above their minimum comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Events&amp;diff=108106</id>
		<title>Talk:Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Events&amp;diff=108106"/>
		<updated>2022-08-22T01:06:41Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ToC is too long to be usable ==&lt;br /&gt;
&lt;br /&gt;
Title. The page is in need of some TLC anyway but its unlikely to reduce the page length.&lt;br /&gt;
Some other solution is needed for the table of contents but nothing comes to mind. Thoughts? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:00, 10 December 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Party implies max buff is +4. I've seen +8. ==&lt;br /&gt;
&lt;br /&gt;
I just updated some of the info in the PARTY section of this page. Looks like someone more knowledgeable than me might be able to add some info on the mood buff from the party. Wiki implies max bonus is 4. I've seen +8 in my (heavily modded) game.&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Events&amp;diff=108105</id>
		<title>Talk:Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Events&amp;diff=108105"/>
		<updated>2022-08-22T01:06:18Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Party implies max buff is +4. I've seen +8. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ToC is too long to be usable ==&lt;br /&gt;
&lt;br /&gt;
Title. The page is in need of some TLC anyway but its unlikely to reduce the page length.&lt;br /&gt;
Some other solution is needed for the table of contents but nothing comes to mind. Thoughts? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:00, 10 December 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Party implies max buff is +4. I've seen +8. ==&lt;br /&gt;
I just updated some of the info in the PARTY section of this page. Looks like someone more knowledgeable than me could add some more info about the stacking buff.&lt;br /&gt;
&lt;br /&gt;
== Party implies max buff is +4. I've seen +8. ==&lt;br /&gt;
&lt;br /&gt;
I just updated some of the info in the PARTY section of this page. Looks like someone more knowledgeable than me might be able to add some info on the mood buff from the party. Wiki implies max bonus is 4. I've seen +8 in my (heavily modded) game.&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Events&amp;diff=108104</id>
		<title>Talk:Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Events&amp;diff=108104"/>
		<updated>2022-08-22T01:04:34Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: Max Buff for Party seems wrong (According to my heavily modded game)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ToC is too long to be usable ==&lt;br /&gt;
&lt;br /&gt;
Title. The page is in need of some TLC anyway but its unlikely to reduce the page length.&lt;br /&gt;
Some other solution is needed for the table of contents but nothing comes to mind. Thoughts? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:00, 10 December 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Party implies max buff is +4. I've seen +8. ==&lt;br /&gt;
I just updated some of the info in the PARTY section of this page. Looks like someone more knowledgeable than me could add some more info about the stacking buff.&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=108102</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=108102"/>
		<updated>2022-08-22T00:56:17Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Party */&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;
{{Rewrite}}&lt;br /&gt;
{{for|a guide to survive events|Events Guide}}&lt;br /&gt;
&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]]. They range from everyday occurrences like passers by, to all out assaults on the colony.&lt;br /&gt;
&lt;br /&gt;
Most events occur with an envelope icon that will appear down the right side of the screen.  Other events will pause the game and pop up a window where the player must make a choice.  Some events can also happen on temporary maps.&lt;br /&gt;
&lt;br /&gt;
Usually, the color of the envelope will suggest the severity of the event. In general, blue envelopes denote good events, white envelopes denote neutral events, red envelopes denote threats and yellow envelopes denote bad events.  Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.&lt;br /&gt;
&lt;br /&gt;
All event title portions in parentheses below are variable.  They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==Big Threats==&lt;br /&gt;
{{for|strategies to defend against big threats|Defense tactics}}&lt;br /&gt;
{{for|defensive base constructions|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Attack ===&lt;br /&gt;
{{main|Raider}}&lt;br /&gt;
&lt;br /&gt;
These events can take place from Base Builder difficulty onwards.&lt;br /&gt;
&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Different types of raids include:&lt;br /&gt;
&lt;br /&gt;
==== Assaults ====&lt;br /&gt;
Raids arrive either via the edge of the map or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or counterattack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mid-Base Assaults ====&lt;br /&gt;
A group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare. Drop pods may punch through a constructed roof or thin rock roof, but not overhead mountains.&lt;br /&gt;
&lt;br /&gt;
==== Sieges ====&lt;br /&gt;
Siege raids typically have a party of raiders arrive and set up a small camp along the edge of the map with supplies airdropped in to build a number of sandbag walls and mortars with a variety of [[Mortar shell]]s. They will fire upon colonists, colony structures and any visitors or other raiders from factions they are hostile to, only stopping to eat and sleep. If their food or ammunition runs low, more drop pods will land to resupply the raiders.&lt;br /&gt;
&lt;br /&gt;
Siege parties will abandon their camp and any remaining construction to assault the colony when their siege weapons are destroyed or they suffer significant casualties.  Once the attackers are all dead or retreated, any remaining supplies and objects from their camp can be claimed, deconstructed and used by the player.&lt;br /&gt;
&lt;br /&gt;
Since sieges must construct their emplacements and weapons from the materials they receive via drop-pod, it is possible to steal a light-weight critical material (ex. the [[components]]) and thus prevent them from completing construction of the mortars.  Unlike ammunition, sieges will not be resupplied with building materials should any go ''mysteriously missing''.  This strategy must be done early, immediately after the drop pods with construction materials land, else the components may be picked up and delivered before they can be stolen.  If properly executed, the siege will simply mill about their siege base indefinitely, unless attacked.  This not only removes the danger of the incoming mortar shots, but the &amp;quot;sieged&amp;quot; army can then act as a distraction/decoy in the event of a raid by a faction hostile to them (another faction, mechanoids, insects, etc).&lt;br /&gt;
&lt;br /&gt;
The optimal method for accomplishing this is a [[Psycasts#Psycasts|psycaster]] with Skip and Invisibility, and a sufficient amount of neural heat capacity (and psyfocus) to cast Skip several times, and Invisibility at least a 2-3 times ([[psychic sensitivity]] increasing equipment such as Eltex garments and an Eltex Staff or a [[Persona weapon#Persona traits|persona weapon]] with an appropriate trait are recommended to increase maximum neural heat), and ideally a [[jump pack]]. The psycaster should get somewhat close to the sieging enemy group without being noticed (slightly beyond maximum [[sniper rifle]] range is a good rule of thumb), then cast Invisibility on themself.  They should then use their Jump Pack (or Skip, if they lack one) to rapidly move closer to the sieging group, until they are within Skip range of the component pile.  At this point, they should skip the components to their feet, and then continue skipping them away (and following them with Jump Pack leaps, or self-cast skips), until far enough away that the pawn can be told to simply haul them back to base.  Ensure an eye is kept on the pawn's Invisibility timer, and it is recast as needed until back out of range.  Once the components are sufficiently far away, the sieging group will be effectively stuck and unable to complete their mortars.&lt;br /&gt;
&lt;br /&gt;
[[File:Siege.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
A bug [[hive]] has emerged! It will slowly spawn [[insectoids|bugs]] as well as produce additional hives. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
Infestations will only spawn in an open space under an overhead mountain that is at a temperature of greater than -17 Celsius. Certain steps can be made to prevent an infestation such as installing your own floors and walls, but it is not known if the spawn chance can be eliminated entirely other than leaving possible spawning spots open to freezing temperatures. Hives bring glow pods that glow for 20 days (as long as they're installed) and can be reinstalled or sold. Hives produce Insect Jelly. This is the primary food source for the growing swarm. Each active hive will replicate every few game days (depending on difficulty), and the swarm of insects produced will dig themselves out of wherever they are stuck at. It is possible for bugs to dig out enough empty space for roof collapses and cave ins to hit other insects, hives and jelly. One user noted on Cassandra Classic difficulty Rough, the infestation stopped replicating at 30 hives each with 6.1 enemies on average, leaving 183 various insects to fight.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==== Too deep: Infestation ====&lt;br /&gt;
In 1.0, when using a deep drill, you may dig into a group of insects, which will awaken and attack your colony.  This event is a little different in that it doesn't spawn a hive, may occur outside and typically doesn't spawn as many insects as late game infestations.  It seems to happen only at deep drills currently being used.&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Pack ===&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
This event can take place from Base Builder difficulty onwards.  Note that it will display &amp;quot;pack&amp;quot; even if only one animal arrives.&lt;br /&gt;
&lt;br /&gt;
A pack of [[Manhunter|man-hunting]] animals have entered the area. They will roam the region, hunting for humanoid flesh. If they see a colonist run behind a door, they will attempt to beat down the door. They may also attack visiting traders, possibly hurting your good will with that faction if they manage to kill a trader (though downed traders can be rescued for a good will bonus). Manhunters will leave the area in a few days. &lt;br /&gt;
&lt;br /&gt;
A manhunter pack has 40% more points allocated to enemy spawning than an ordinary raid (i.e. a manhunter pack is 40% bigger than a standard raid), and animals from manhunter packs will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave. All animals will have the health condition [[Scaria]], which makes them permanently manhunter. It can be cured with two medicine. While this is a negative event, it can be turned useful for taming as wounded animals can be healed and tamed afterwards, and dead animals can be hauled in for butchering, though there is a chance that the animal will rot on death (changeable in custom difficulties) , but if there are still active manhunters nearby just wait until they're sleeping. You'll have a while before corpses start rotting, depending on the climate and rotting rules.&lt;br /&gt;
&lt;br /&gt;
* Boars, Wargs or anything that runs faster than a baseline human can be very problematic to deal with even with moderately-well defended colonies because they can easily outrun humans, and they all typically arrive in very large numbers meaning they can easily overwhelm a colony.&lt;br /&gt;
* Explosive animals, especially [[boomalope]]s, are arguably easier to deal with in larger numbers as chain reactions can easily happen because of their large 3-square blast radius, meaning that even packs excess of 40 boomalopes can trivially be dealt with by half a dozen of people armed with automatic weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic Wave ===&lt;br /&gt;
A psychic wave is a pulse of psychic energy that immediately drives all members of a species of the local [[animals|wildlife]] insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed. Psychically insane animals are not [[Scaria]] infected.&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
Special events may have prerequisites or only occur during certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== About: Launching the ship ===&lt;br /&gt;
This event appears upon completing the research project [[Research#Starflight basics|Starflight Basics]].&lt;br /&gt;
&lt;br /&gt;
This is a simple reminder about the dangers of powering up the [[ship reactor]] once built.  Once turned on, the number of raids will greatly increase for the next 15 days.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Danger ===&lt;br /&gt;
{{main|Ancient shrine}}&lt;br /&gt;
{{quote|As (Colonist name) draws near the ancient wall a sense of foreboding overcomes him(her). (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers|Message that appears when the first colonist walks near.}}&lt;br /&gt;
&lt;br /&gt;
This event is related to map generation and may not appear on every map. It may occur more than once per map.&lt;br /&gt;
&lt;br /&gt;
A colonist approached a walled out area of the map partially or completely under a mountain that contains one or more of the following: ancient [[cryptosleep casket]]s, [[insectoids|bugs]] with hives, [[mechanoid]]s or treasure. Open at your own risk by blowing a hole in the wall or deconstructing a section. The cryptosleep caskets usually contain humans, but may also contain [[megascarab]]s or be empty. Opening or attacking any casket will cause all the others to open instantly. The Spacers inside the caskets may or may not be dead. If alive, they may or may not be wounded, or armed and hostile. It's even possible for pawns incapable of violence to melee attack. If they are not hostile and can walk, they will try to escape. Any alive Spacers inside may be captured and recruited, usually with a low recruitment difficulty percentage.&lt;br /&gt;
&lt;br /&gt;
Ancient structures may include other treasures like psychic lances and pulsers. [[Luciferium]] can be found in these buildings. Pod people sometimes carry [[plasteel]], [[component]]s, and [[gold]]. The caskets can be claimed and used or deconstructed by the colony.&lt;br /&gt;
&lt;br /&gt;
=== Friendlies ===&lt;br /&gt;
This event can only occur if you are allied with at least one other faction.&lt;br /&gt;
&lt;br /&gt;
Allied factions may send fighters to assist you when mutual enemies appear, such as pirates, manhunters or insectoids.  These fighters may be specifically requested via the comms console at a hit to relations, or the allied faction may send them on their own at no cost to relations.  They won't assist against factions that they aren't hostile to.&lt;br /&gt;
&lt;br /&gt;
They will follow the same attack pattern as any [[Raider]] would do when this event occurs, with a few exceptions: They don't sap or breach due to their intention of being here, but they can drop pod or set up a siege point upon arriving.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that friendly fire will damage your relations with the aiding faction.  On the other hand, rescuing their downed people will improve relations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Friendlies.png|'''Friendlies vs Pirates'''&lt;br /&gt;
File:Friendlies vs Thrumbo.png|'''Friendlies vs Thrumbo'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Friendlies have a strength of around 150 - 400 points, not enough against mid-late game raids on their own. Still, they can add a little to firepower and help in distracting the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Journey offer ===&lt;br /&gt;
{{for|guidance on surviving the event|World Quests Guide#Journey offer}}&lt;br /&gt;
&lt;br /&gt;
[[File:Journeyoffer_ship.png|500px|thumb|right|The ship that always spawns in a journey offer event.(Outdated Textures)]]&lt;br /&gt;
&lt;br /&gt;
This event can only happen once per playthrough.  Due to the distance requirement and the location of your colony on the world map in regards to the portion of the globe generated, it may not have the opportunity to happen if your colony is near the center of a small map.&lt;br /&gt;
&lt;br /&gt;
A friendly AI transmits the location of a distant hidden ship that can help you escape the planet. To board the ship, you need to send out a caravan to trek long distances to get to it.&lt;br /&gt;
&lt;br /&gt;
The ship spawns from 200 to 800 tiles away, with a tendency to spawn as far away as possible. With 100% generated worlds, it will usually spawn on the other side of the planet.  If during world creation you generate a 30% map and land near the center of the map, you may exclude yourself within this 200 tile minimum.&lt;br /&gt;
&lt;br /&gt;
Once you reach the ship's location, you will find a ship with 18 [[ship cryptosleep pod]]s and all the required structures, that may be suffering from different degrees of damage. The [[ship reactor]] is hibernating and will need 15 days to power up, and will attract lots of danger during that stage, so you will need to bunker up and build your defenses, and you have plenty of space to build a full base with the map size of a regular colony. After 15 days the ship is ready to launch, and you can choose to leave or stay for whatever reason.&lt;br /&gt;
&lt;br /&gt;
Besides using the existing parts, you can also choose to expand the ship to accommodate more of your colonists, but you will need to bring the necessary materials and the necessary research (ship cryptosleep caskets).&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Man in black ===&lt;br /&gt;
When your colonists are no longer able to defend themselves, a stranger may join the colony to help.  As their name indicates, men in black come in a full set of black clothing. They also come wearing a [[flak vest]] and always carry a [[revolver]]. However, their skills and traits are fully randomized. &lt;br /&gt;
&lt;br /&gt;
This event seems to be triggered only when all of your colonists are downed at your base. The man in black will not appear on the temporary maps generated for world quests. However, if all your surviving pawns are downed elsewhere, it is possible for the man in black to appear at your base. (Testing is needed to see how these events are affected by allowing multiple colonies in the scenario editor.)&lt;br /&gt;
&lt;br /&gt;
Prior to 1.1.2618 it is possible to get a Man in black who is a pacifist, incapable of caring, etc., who would thus be of limited use to a colony in which all pawns are downed and wounded.&lt;br /&gt;
&lt;br /&gt;
=== Outpost destroyed ===&lt;br /&gt;
[[File:Faction_destroyed.png|400px|thumb|right|R.I.P. some pirate faction, nobody will remember you.]] &lt;br /&gt;
&lt;br /&gt;
This is the notification that triggers when you successfully defeat all humanlike hostiles in an enemy base after invading them (not counting turrets, which need to be neutralized separately). After this you have a while to capture any prisoners (there is usually at least one building suitable to turn into a cell), treat the wounded, pack up and leave before enemy reinforcements arrive in the form of a raid.&lt;br /&gt;
&lt;br /&gt;
==== Faction defeated ====&lt;br /&gt;
Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists.&lt;br /&gt;
&lt;br /&gt;
You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans.&lt;br /&gt;
&lt;br /&gt;
Destroying all enemies and befriending all other factions will make mechanoids the only remaining threat for all future raids.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Ransom (Time remaining) ===&lt;br /&gt;
This event can only occur if a colonist of yours was captured by another faction.&lt;br /&gt;
&lt;br /&gt;
Another faction captured one of your downed colonists somehow and will release that colonist to you... for a price.  Common methods for capturing your colonists include grabbing downed colonists while retreating from a raid or downing an entire caravan.&lt;br /&gt;
&lt;br /&gt;
The offer will be good for 24 game hours.  If paid, the colonist will immediately appear on your map border or be sent via drop pod.&lt;br /&gt;
&lt;br /&gt;
=== Reactor ready ===&lt;br /&gt;
You have completed the 15 day warm up period for starting a [[ship reactor]].  If the rest of the necessary ship parts have been built, it may now be launched.  Raids and sieges will drop considerably after this period is over.&lt;br /&gt;
&lt;br /&gt;
=== Refugee Chased at (Settlement) ===&lt;br /&gt;
This event will not trigger if your faction doesn't have hostile relations with any other human faction.  Pirate band factions should always be hostile since any attempt to improve relations with them is disregarded by design.&lt;br /&gt;
&lt;br /&gt;
When this event triggers a window appears stating that an individual calls you via radio from nearby, seeking refuge from a faction that is hostile to you and chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event.&lt;br /&gt;
&lt;br /&gt;
Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter (a delay between {{ticks|1000}} and {{ticks|2500}}, the pursuing faction arrives in the form of a raid entering the map where the refugee appeared.  Raids arriving this way are 35% stronger than usual.  Still, those chasing raiders are also potential colonists if they can be captured and recruited.&lt;br /&gt;
&lt;br /&gt;
The refugee immediately becomes a new colonist. They are usually poorly armed and clothed.&lt;br /&gt;
&lt;br /&gt;
=== Roof collapsed ===&lt;br /&gt;
This event only happens if something is crushed by the falling roof.  Otherwise, it's only a notification.&lt;br /&gt;
&lt;br /&gt;
All roofs must be supported by a constructed or rock wall within 6 spaces with contiguous roof sections in between itself and that wall. If either of these conditions changes such as via mining, an explosion or demolition, then the roof will collapse.  Damage is dealt to the head and shoulders. Note that falling roofs underneath a mountain can instantly kill any pawn unfortunate enough to be crushed.&lt;br /&gt;
&lt;br /&gt;
If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.&lt;br /&gt;
&lt;br /&gt;
=== Trauma savant ===&lt;br /&gt;
This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.&lt;br /&gt;
&lt;br /&gt;
A colonist has suffered a brain injury and has gained great abilities from it at the cost of others, gaining 50% extra [[manipulation]] while losing the ability to [[talking|speak]], [[hearing|hear]], and have any [[social]] relationships. It also restores the brain to full functioning despite the injury.&lt;br /&gt;
&lt;br /&gt;
===Zzztt...===&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing it to short circuit and start a fire. &lt;br /&gt;
&lt;br /&gt;
If any batteries are connected, the fault will also discharge all stored power in the process, increasing the size of the explosion. Unconnected batteries (through a switch or separate power network) will not be affected. A battery not connected to any conduits will only Zzztt if it is unroofed and gets wet from falling rain or snow. The explosions do [[Damage Types#Flame|Flame damage]]. &lt;br /&gt;
&lt;br /&gt;
The amount of stored power directly affects the size of the explosion, up to a maximum of 15 squares in diameter from a total of 90,000 Wd stored. The explosion can damage any nearby structures, items and colonists, as well as cause fires. The one section of power conduit where it occurred is often destroyed, cutting off power to anything past it unless there is another path for the electricity to flow.&lt;br /&gt;
&lt;br /&gt;
Power networks which contain only [[Battery|batteries]] and no conduits will not experience Zzztt. (Unless the battery gets wet, as described above.) Power networks which contain only conduits will only have a fire on the one tile which contains the conduit where the Zzztt occurred, since there is no stored power to be discharged. Modestly-sized battery banks surrounded by stone walls and protected by switches are useful in order to safely use batteries and conduits in the same network.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 8 days.&lt;br /&gt;
&lt;br /&gt;
==Small Threats==&lt;br /&gt;
===(Animal) Revenge===&lt;br /&gt;
&lt;br /&gt;
An animal that was harmed will go mad and target whomever hurt it.  When you select an animal to be hunted, the game will notify you if it has a chance for revenge and what the percentage is.  Occasionally, all nearby pack members of that animal's species may start attacking their attacker Animals which are not predators, such as muffalo, only attack characters until they are downed. Depending on the vengeful animal's attack types it is possible for a pawn downed in this way to have only bruises which leave them in &amp;quot;no immediate danger.&amp;quot; However, it is also possible for a pawn to receive serious injuries which will kill them more quickly, or even to be consumed by vengeful predators if they are hungry.&lt;br /&gt;
&lt;br /&gt;
===Mad (Animal)===&lt;br /&gt;
{{See also|Manhunter}}&lt;br /&gt;
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, and despite the message stating ''&amp;quot;It will attack anyone it sees&amp;quot;'', the insane animal will charge toward the nearest human ''anywhere'' on the map, attacking any other animal or obstacle ([[door]]s, [[fence]]s, [[barricade]]s, etc. {{Check Tag|Sandbags?|Barricades block animals - do sandbags?}}) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target. Any animal can be dangerous to a colonist, although some are more than others; large animals are obviously so, but small or fast animals such as [[squirrel]]s or [[rabbit]]s can be very hard to hit with ranged weapons, making melee combat more likely.  This event adds additional danger if a [[Boomalope]] or [[Boomrat]] turns, as they explode upon death.&lt;br /&gt;
&lt;br /&gt;
== Generally Bad ==&lt;br /&gt;
=== Animal disease (type) ===&lt;br /&gt;
One or more of your animals will become sick and will need to rest to receive treatment.  Build some animal sleeping spots in their zone so that they can receive treatment.&lt;br /&gt;
&lt;br /&gt;
=== Bad will ===&lt;br /&gt;
You've done something to anger another faction bad enough that they are now hostile to yours. This can happen if you arrest a faction member of theirs, rob one of their caravans or if they take too much friendly fire from your colonists, among other reasons.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad will.png|500px|thumb|none|Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.]]&lt;br /&gt;
&lt;br /&gt;
=== Beavers! ===&lt;br /&gt;
A group of ravenous wood-munching [[alphabeaver]]s appears at the edge of the map. They will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach (including any you're farming) until they consume them all, unless you eradicate them first.&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring more than one colonist to exterminate them if you choose to. If one harmed alphabeaver turns manhunter, it's possible for nearby alphabeavers to also become manhunters, which can turn individually weak beavers into a small army of killing machines.&lt;br /&gt;
&lt;br /&gt;
The incident only occurs in biomes with sparse plants, namely [[arid shrubland]] and [[tundra]] and when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{temperature|{{Q|Alphabeaver|Min Comfortable Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Breakup ===&lt;br /&gt;
[[File:Breakup.png|300px|thumb|none|Breakup]]&lt;br /&gt;
A couple splits, complete with the Mood and Social penalties for both colonists.&lt;br /&gt;
&lt;br /&gt;
=== Birthday ===&lt;br /&gt;
Character gains an age-related illness such as a bad back or cataracts.  They may be cured by using the [[healer mech serum]], or some may be 'cured' by replacing the affected parts with bionics.&lt;br /&gt;
&lt;br /&gt;
Due to age or a pre-existing health condition, they can also have a [[Injury#Heart Attack|heart attack]].&lt;br /&gt;
[[File:Birthday.png|thumb|left|Birthday]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Blight ===&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days.&lt;br /&gt;
&lt;br /&gt;
Blighted crops will not grow or yield anything when harvested, and can spread the blight to other nearby plants while slowly dying.&lt;br /&gt;
&lt;br /&gt;
To stop blight, the affected plants need to be manually selected for cutting or burned.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity , affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
To mitigate the effects of blight, it is recommended to leave 3-square wide empty strips between crops. It is also possible to create strips of plants not affected by blight.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
{{For|the help guide|Defense_structures#Crashed_ships}}&lt;br /&gt;
{{For|information on the ship parts themselves|Crashed ship parts}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby or within the colony, scattering chunks and debris. They have various negative effects on the map.  To stop the effect, destroy the ship part by manually attacking it.  Upon attacking it however, [[mechanoid]]s will emerge to defend it. The size of the group depends on storyteller difficulty and colony wealth.  Both ship parts drop 100 steel, 35 plasteel, 9 steel slag chunks, 4 components and 1 advanced component once destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
[[File:Poison ship.png|thumb|300px|right|A crashed defoliator ship]]&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, eventually reaching the entire map. The poison kills crops randomly, including plants grown in [[Hydroponics basin]]s. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
[[File:Psychic ship.png|thumb|300px|right|A crashed psychic ship]]&lt;br /&gt;
A ship part containing a hostile AI core lands on the map, and projects a psychic drone that negatively affects the [[mood]] of all humans on the map. It begins low and grows progressively stronger the longer it stays. Therefore, it should be destroyed as quickly as possible. Colonists with psychic sensitivity [[traits]] may benefit or suffer more from its effect. The ship's AI is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
===== Drone intensifies =====&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&lt;br /&gt;
=== Death: (Pawn) ===&lt;br /&gt;
One of your pawns has died unintentionally.  Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.&lt;br /&gt;
&lt;br /&gt;
=== (Drug) addiction ===&lt;br /&gt;
A colonist has taken too much of a [[drugs|drug]] and is now [[Addictiveness|addicted]].  They will now need to regularly take that drug or suffer the withdrawal effects.  See here for advice on [[Drugs#Fighting Addictions|fighting addictions]].&lt;br /&gt;
&lt;br /&gt;
=== Cold snap ===&lt;br /&gt;
A cold snap makes the [[temperature]] of a colony drop. It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Disease (Type) ===&lt;br /&gt;
Several of your pawns will be afflicted with a [[disease]]. Which disease they are infected with depends on the biome.  The number of infected depends on the disease and the cruelty of the storyteller.&lt;br /&gt;
&lt;br /&gt;
Non-blunt trauma wounds, treated or not, also have a chance to get [[infection|infected]]. The chance depends on treatment quality and cleanliness of the environment. Animals can also catch infections at a greatly reduced rate compared to humans.&lt;br /&gt;
&lt;br /&gt;
Note that you will still get this notification even if [[penoxycyline]] blocked your colonists from catching a disease.&lt;br /&gt;
&lt;br /&gt;
=== Eclipse ===&lt;br /&gt;
One of your rimworld's moons has moved in front of this rimworld's sun and has shaded this colony's section of the planet.  During this eclipse, solar generators cease producing power and outdoor crops stop growing.  This could be disastrous for a colony dependent on solar power.  Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.&lt;br /&gt;
&lt;br /&gt;
It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
A localized, intense [[lightning]] storm in one area of the map. Causes big [[fire]]s. Clicking the envelope icon offers the option to jump to the location where the strikes will be concentrated in. It also has the side effect of disabling rain.&lt;br /&gt;
&lt;br /&gt;
It affects a area with a radius between 45 and 60 tiles, and while active lightning will strike between every {{ticks|320}} to {{ticks|800}}. Once it finishes no more rain can fall until {{ticks|30000}} has passed. It lasts between 0.075 and 0.1 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Psycasts#Flashstorm|Flashstorm]] Psycast{{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
&lt;br /&gt;
[[File:FlashstormScreenshot.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heat wave ===&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high. It only occurs when the map's summer temperature is at least {{Temperature|20}}.&lt;br /&gt;
&lt;br /&gt;
The major colony risks of the event are failing freezers due to insufficient cooling, and [[heat stroke]] to colonists and animals.  It is often necessary to immediately build [[passive cooler]]s to deal with the heat.&lt;br /&gt;
&lt;br /&gt;
Only the best summer clothing ([[cowboy hat]]s and [[duster]]s made of [[camelhide]] and [[panthera fur]]) might allow your colonists to still work outdoors.  Appropriate apparel will not avoid the mood debuff from &amp;quot;sleeping in the heat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Colonists will complain about the heat, especially when sleeping in it, if their rooms are not properly cooled. Additionally, things might rot in [[Temperature#Freezer Tips|inadequately cooled freezers]]. There is also a chance for a fire to randomly appear on the map which can quickly spread.&lt;br /&gt;
&lt;br /&gt;
Some animals will leave the map if the temperature is too far outside their comfortable range.  Visiting colonists and traders will also leave.&lt;br /&gt;
&lt;br /&gt;
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Hostile: (Faction) ===&lt;br /&gt;
Relations with a rough outlander union or a rough tribe will decay over time.  If they decay below -75, then their faction will become hostile to yours until relations rise to at least 0.&lt;br /&gt;
&lt;br /&gt;
=== (Mental break type): (Colonist) ===&lt;br /&gt;
One of your colonists or prisoners has had it and has a [[Mood#Mental breakdowns|mental break]].  During this time, the afflicted colonist will be effectively unavailable, will not do colony work and can not be drafted.  They will use forbidden doors and items. They will also attend to their needs such as sleep, recreation, and eating.&lt;br /&gt;
&lt;br /&gt;
Colonists or prisoners having a break may cause more trouble for themselves or others, depending on the type of break.  They may attack other people or animals (including dangerous ones), wander into a firefight, set fires, get out of their bed when they need medical treatment, etc.&lt;br /&gt;
&lt;br /&gt;
Depending on the nature of the mental break, there are several ways to handle the situation:&lt;br /&gt;
* Wall the person in – this is only possible if they wander to a suitable location.&lt;br /&gt;
* Try to arrest them.  They will possibly resist and need to be beaten down, causing injury.  This will also give them a fairly long-lasting mood debuff (&amp;quot;I was arrested!&amp;quot;) after you release them from jail.&lt;br /&gt;
* Wait out the situation - This takes a while for most minor breaks. &lt;br /&gt;
&lt;br /&gt;
If the person tries to go on a possibly dangerous drug binge, you can try to keep the drug in question out of their reach (burn it, take it on a caravan, surround the stockpile with walls; some mods such as Pick Up and Haul allow you to pick up items directly, which is the easiest, albeit cheesy way to deal with that). &lt;br /&gt;
&lt;br /&gt;
A crude but sometimes effective solution if you only have a small amount of the drug in question is to create a critical-priority stockpile on a far corner of the map, then have another colonist haul it there. The long walk to get to the stockpile will sometimes allow the mental break to end before the pawn has consumed any drugs.&lt;br /&gt;
&lt;br /&gt;
After the break ends, the affected person will get a substantial mood ''buff'' of +40 (&amp;quot;Catharsis&amp;quot;[&amp;quot;It feels good to unbottle my feelings&amp;quot;]) that lasts several days.  This usually, effectively, makes them immune to further mental breaks for the duration.  If you suspect another breakdown will occur after the catharsis ends, take precautions while the colonist is still controllable (for example, place them in a cryptosleep casket).&lt;br /&gt;
&lt;br /&gt;
=== (Name): Heart attack ===&lt;br /&gt;
A character or tamed animal suffers a [[Injury#Heart Attack|heart attack]].  Characters will seek out a medical bed or their assigned bed for treatment. Animals will return to the nearest empty animal bed or sleeping spot. Doctors will then proceed to attempt to resuscitate the victim, using medicine if allowed and available.&lt;br /&gt;
&lt;br /&gt;
During a heart attack, people or animals can fall unconscious or even die if not treated in time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Heart attack.png|'''Heart attack notification'''&lt;br /&gt;
File: Heart attack health tab.png|'''Health tab'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overdose: (Colonist) ===&lt;br /&gt;
One of your colonists or animals has [[overdose]]d by taking too many drugs in a short amount of time and potentially permanent damage or death could occur.&lt;br /&gt;
&lt;br /&gt;
=== (Pawn) hit trap ===&lt;br /&gt;
One of your dumb colonists or animals stepped on one of your traps and managed to set it off. &lt;br /&gt;
&lt;br /&gt;
Pawns with the Nimble trait have a 10% of the normal chance of triggering a trap.&lt;br /&gt;
&lt;br /&gt;
This can only happen if your colonists or animals are forced to tiptoe through an armed trap when there is no alternative movement path available.&lt;br /&gt;
&lt;br /&gt;
=== (Predator) hunting (Pawn) ===&lt;br /&gt;
A wild predator has targeted one of your colonists or animals for killing and eating!  You may want to get this colonist or animal to safety. Drafted colonists will defend themselves.  To defend your animals, if there is enough distance, zone them to safety.  Otherwise, move a drafted colonist to fire on the predator.&lt;br /&gt;
&lt;br /&gt;
=== Prison break ===&lt;br /&gt;
Prisoners have staged a breakout! They have somehow defeated the door lock and may seek weapons, fight, or try to escape. Prisoners are more likely to attempt breakout when they are unhappy, healthy and numerous*. Prisoners who are together in a single room will break out together. It's not clear if the number of prisoners in a room actually increases the chance of any single prisoner breaking out, or if the combined individual chances of all present create that greater likelihood.{{Check Tag|Detail Needed}}  &lt;br /&gt;
&lt;br /&gt;
Prisoners who can't walk cannot trigger a prison break by themselves, nor participate in a group escape.&lt;br /&gt;
&lt;br /&gt;
Using low damage weapons is advised when containing a prison break to avoid a risk of killing them.   Since prisoners are technically part of an enemy faction, any friendlies on the map will engage them. This is helpful if you need to contain a larger break, though the use of higher-powered weapons means they have a higher chance of outright killing the prisoner. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Prison break.png|300px|thumb|none|Prison break]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic drone ===&lt;br /&gt;
{{for|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood).&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it as the point of origin is off-map. [[Psychic sensitivity]] can be a big factor in the threat posed by this event - pawns with [[Traits#Psychic Sensitivity|traits]] that increase sensitivity should be paid special attention, and any equipment that enhances it should removed. Use of [[psychic foil helmet]]s, with priority given to more sensitive pawns, will help mitigate the damage.&lt;br /&gt;
&lt;br /&gt;
There's also a positive version called [[Events#Psychic soothe|Psychic soothe]].&lt;br /&gt;
&lt;br /&gt;
Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
=== Rejected proposal ===&lt;br /&gt;
After two characters [[Events#New lovers|fall in love]], one of them proposed marriage but is turned down, which may result in the couple breaking up. The proposing one suffers a mood penalty of -18 for 25 days.  They may accept another offer in the future.  Note that a later, accepted proposal will not remove the mood effects of the previous, rejected ones.&lt;br /&gt;
&lt;br /&gt;
[[File:Rejected proposal.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Solar flare ===&lt;br /&gt;
Solar flares cause all electrical devices to stop working for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Colonies with walk-in freezers will have their coolers stop working, causing any frozen perishable goods to begin spoiling if warm outside.  If you have a wood fueled cooking stove or campfire available, it is possible to save at least some perishables by quickly cooking them into meals, extending their shelf life.&lt;br /&gt;
* Heaters and coolers will stop working.  If the outdoors temperature is currently outside those crops' survivable temperature, greenhouse crops will quickly die unless campfires or passive coolers are built immediately.&lt;br /&gt;
* Colonists will be at risk of heatstroke or hypothermia if living in a biome with extreme temperatures and temperature control devices aren't built fast enough.&lt;br /&gt;
* Crops grown in hydroponic basins will rapidly die regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the  ''''&amp;lt;trader&amp;gt; has left comms range&amp;quot;'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.&lt;br /&gt;
&lt;br /&gt;
Because the ''solar flare'' event is short, most of these adverse effects are limited and often manageable. It lasts from 0.15 to 0.5 days (~4-12 hrs).&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
{{Stub|section=1|reason=What is the severity increase rate?}} &lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region that will slowly settle out of the atmosphere. It will last for anywhere from a few days to an entire season.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Toxic fallout'' is a dangerous event that can cause serious long-term damage to your colony if caught unprepared or not handled appropriately.&lt;br /&gt;
&lt;br /&gt;
Toxic fallout causes [[toxic buildup]] in any person or creature not under a roof; spending time under a roof reduces the buildup. High buildup can permanently sicken pawns with [[dementia]] or eventually a [[carcinoma]] if it progresses far enough (40% severity onwards). Dementia is only treatable with a [[healer mech serum]] or [[luciferium]], though carcinomas can be removed surgically with high skill and an unavoidable chance of death.&lt;br /&gt;
&lt;br /&gt;
All plants including crops will wither during the fallout. Outdoor crops can be preserved under roofs; they will eventually rot, unless kept growing under a [[sun lamp]].  Trees are affected, which can lead to a wood shortage.&lt;br /&gt;
&lt;br /&gt;
Both domesticated and wild animals are also affected by toxic buildup, and while their buildup severity increases at half the rate of humans, they will eventually die. This normally means that all wildlife on the map is wiped out during the event. The notable exception to this is [[insectoids]], which are outright immune to buildup. Animals killed with &amp;quot;moderate&amp;quot; or higher toxic buildup will only leave &amp;quot;rotten&amp;quot; bodies that are unsuitable for consumption.  Hunt valuable wild animals immediately when the event occurs to be able to still harvest them for food and materials.  Otherwise fresh corpses left without a roof will also rapidly rot, even if frozen. [[Mechanoids]] are similarly immune.&lt;br /&gt;
&lt;br /&gt;
If you have domesticated animals that you cannot feed under a roof, it is viable to release them for short periods of time to let them graze in the open.  Another viable tactic is to send herbivorous animals on a [[caravan]], if the season allows them to graze.  This will protect them from the toxic fallout, and not require you to feed them manually.&lt;br /&gt;
&lt;br /&gt;
A notification will appear once the fallout has stopped. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once moved to a safe place, creatures will need up to 12.5 days to recover.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Solar panels will produce less power, and natural plant growth will be slowed. Volcanic Winters also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony.&lt;br /&gt;
&lt;br /&gt;
When the event finishes the message &amp;quot;Most of the volcanic ash has settled.&amp;quot; will be displayed.&lt;br /&gt;
&lt;br /&gt;
It lasts between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.&lt;br /&gt;
&lt;br /&gt;
== Generally Good ==&lt;br /&gt;
=== AI Core Offer ===&lt;br /&gt;
&lt;br /&gt;
A non-hostile faction will notify you that they know where an [[AI persona core]] is located: a critical component for building a ship.  They will want 1500 silver for this information.  However, you can only make this request at the comms console with factions which have at least +40 relations.&lt;br /&gt;
&lt;br /&gt;
=== Allied: (Faction) ===&lt;br /&gt;
Relations with another faction have risen above +75 and you are now allied with them.  They may now [[Events#Friendlies|assist you]] against mutual enemies.&lt;br /&gt;
&lt;br /&gt;
=== Ambrosia sprout ===&lt;br /&gt;
{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
&lt;br /&gt;
A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ambrosia sprout.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Anima tree sprout ===&lt;br /&gt;
{{Royalty|None}}&lt;br /&gt;
If an [[anima tree]] was killed by any means, this event can occur within a few days from the last death of the tree, appearing at random places that are unaffected by its radius.&lt;br /&gt;
&lt;br /&gt;
=== Gauranlen pod sprout ===&lt;br /&gt;
{{Ideology|None}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
=== (Animals) join ===&lt;br /&gt;
Tamed dogs or farm animals join your colony.&lt;br /&gt;
[[File:Animals join.png|400px|thumb|none|Animals join]]&lt;br /&gt;
&lt;br /&gt;
=== (Animal) self-tamed ===&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony.&lt;br /&gt;
&lt;br /&gt;
You should probably check the &amp;quot;Animals&amp;quot; tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted.&lt;br /&gt;
&lt;br /&gt;
[[File:Thrumbo self-tamed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Previously tamed animals which return to the colony can self-tame. When doing so they retain all training they previously had.&lt;br /&gt;
&lt;br /&gt;
=== Aurora ===&lt;br /&gt;
An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude.&lt;br /&gt;
&lt;br /&gt;
=== Cargo pods ===&lt;br /&gt;
From time to time, cargo pods from the wreckage of the ship will fall out of orbit and land on your map. Each drop will contain only one type of resource in a random amount.  The remains of the pods become pieces of slag, which can be refined into usable metal at an [[electric smelter]].  The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on.&lt;br /&gt;
&lt;br /&gt;
[[File:Cargo pods.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Enemy now neutral: (Faction) ===&lt;br /&gt;
This notification will appear once relations have been improved with a Hostile faction enough that they will no longer be hostile.  Common ways to improve relations include releasing prisoners from their faction (which must leave the map safely to receive the bonus), having successful [[#Peace talks|peace talks]] or providing gifts.&lt;br /&gt;
&lt;br /&gt;
=== Gift from (Faction) ===&lt;br /&gt;
Occasionally, visitors from another faction may leave a gift for your colony upon leaving.&lt;br /&gt;
&lt;br /&gt;
=== Herd migration: (Animal) ===&lt;br /&gt;
[[File:Thrumbo herd migration.png|400px]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. &lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
=== Inspiration: (Type) ===&lt;br /&gt;
One of your colonists has had a [[mental inspiration]] and will perform much better at a certain skill.  The inspiration usually lasts for around eight days.&lt;br /&gt;
&lt;br /&gt;
Inspirations can only occur if the colonist is in a very good mood.&lt;br /&gt;
&lt;br /&gt;
=== Legendary Work ===&lt;br /&gt;
One of your colonists has produced an object of legendary [[quality]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Marriage is on! ===&lt;br /&gt;
[[File:Marriage is on.png|thumb|right|400px|link=|&amp;quot;''Susy has accepted Mat's marriage proposal...''&amp;quot;]]&lt;br /&gt;
A couple that has been together for a while will announce their engagement.  The wedding will take place some time in the future.  This allows players to have enough preparation time to build a [[Marriage spot]] if they choose.  If not, any Gather Spot will do.  Any built table or campfire by default is checked as a Gather Spot, but will be overridden by a Marriage spot.  When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry.&lt;br /&gt;
&lt;br /&gt;
Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting mood buff to the colonists involved.  This can be a major productivity boost, and lead to inspirations across the colony.  Therefore it is often worth strategically having as many colonists as possible to be present when the marriage takes place.&lt;br /&gt;
&lt;br /&gt;
Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event.  A quick &amp;quot;draft&amp;quot; and &amp;quot;undraft&amp;quot; should be enough to coerce all capable colonists to attend.  Colonists on caravans obviously cannot attend.&lt;br /&gt;
&lt;br /&gt;
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all except for eating until the couple comes back. This can cause characters to get binges and no wardens or doctors looking out for prisoners can easily let captives break out.&lt;br /&gt;
&lt;br /&gt;
Married pawns will want to sleep in the same bed, like with lovers (mentioned later). They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Masterwork ===&lt;br /&gt;
One of your colonists has created an item of masterwork quality.&lt;br /&gt;
&lt;br /&gt;
=== New lovers ===&lt;br /&gt;
[[File:New lovers.png|250px|right|thumb|none|A character woos another into a romance and she agrees]]&lt;br /&gt;
You receive the announcement that two characters have become lovers and &amp;quot;now want to sleep together&amp;quot;; these are usually colonists, but a pair of [[prisoner]]s can also become lovers. They will receive [[mood]] boosts or debuff proportional to their [[opinion]] of their partner ranging from ? to ? for ? and ? opinion.{{Check Tag|Values?}} Additionally, starting the moment their new relationship is announced, couples will ''immediately'' have a -4 mood debuff for &amp;quot;''sleeping alone''&amp;quot;, even if they won't get their first chance to sleep together for hours. This can be rememdied by assigning both pawns to a two person bed, such as the [[double sleeping spot]], [[double bedroll]], [[double bed]] or [[royal bed]]. Couples that sleep in the same bed can also perform [[Lovin]]' for a mood boost to both partners. If a couple is going to go on [[caravan]]s together, a double bedroll may be desirable in addition to their permanent arrangement.{{Check Tag|May?|Needs specificity - does it or does it not impose the penalty. Can they get lovin' during caravns. Also, the answer should be reflected on Caravan page}} &lt;br /&gt;
&lt;br /&gt;
As the ''&amp;quot;sleeping alone&amp;quot;'' penalty is applied immediately, it can be useful to simply place in a double sleeping spot in one of their current rooms, ideally the better of the two, and assign the couple to that. So long as a double bed is constructed in time for them to sleep in it, there will be no &amp;quot;slept on the ground&amp;quot; debuff, and meanwhile you'll immediately lose the &amp;quot;sleeping alone&amp;quot; penalty.&lt;br /&gt;
&lt;br /&gt;
=== New recruit ===&lt;br /&gt;
You'll get this notification whenever a Warden has succeeded in recruiting a prisoner. It also appears if a [[Events#Transport pod crash|transport pod crash]] victim chooses to join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Party ===&lt;br /&gt;
One of your colonists will throw a party, improving the mood of all attendees for a sustained time and providing an opportunity for rapid social exchanges.  They will usually have [[beer]]s and [[smokeleaf joint]]s if available and eat meals even if not very hungry.  Note that the player may have to wake up any sleeping colonists such as Night Owls or otherwise distract other colonists from their work so that they attend the party.  An easy way to do this is by quickly drafting and undrafting them. Some colonists may leave the party to go do work. They can be encouraged to return to the party by adjusting the Schedule so they are not assigned work at that moment.&lt;br /&gt;
&lt;br /&gt;
Colonists will continually get stacking mood buffs the longer they attend a party. Each stack adds +0.4 to mood, lasts 10 days and stacks up to 10 times.&lt;br /&gt;
&lt;br /&gt;
The party will by default happen around an item checked as a Gather Spot, such as a table or campfire, but may be overridden by building a [[party spot]].&lt;br /&gt;
&lt;br /&gt;
Similar to marriage ceremonies, characters that do not reach the party in time don't get the mood buffs.&lt;br /&gt;
&lt;br /&gt;
If a raid occurs during the party, the party will be cancelled with the message: &amp;quot;The party has been called off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Psychic soothe ===&lt;br /&gt;
When this event triggers it gives a positive mood modifier (+16 for normal colonists, more or less depending on the pawn's psychic attunity) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]].&lt;br /&gt;
&lt;br /&gt;
The positive effect will be attenuated by [[psychic foil helmet]]s.  Make sure to take them off all colonists for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
[[File:Psychic soothe.png|400px|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Quest completed ===&lt;br /&gt;
You've done what was requested by other factions and will receive the reward at your nearest(?) base via pods very close to your buildings, along with an improvement in relations.  The reward will arrive forbidden, so you will have to un-forbid it before your colonists will haul it in.  The pods may also crash through your roof, so be prepared to repair.&lt;br /&gt;
&lt;br /&gt;
=== (Trader type) ===&lt;br /&gt;
This event without a faction mentioned occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]].  Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam silver and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
=== (Trader type) from (Faction) ===&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial.  Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
=== Transport pod crash ===&lt;br /&gt;
Rarely, a transport pod will crash land nearby with a downed occupant. Transport pods contain lost spacers or members of other factions. Before deciding what to do to the occupant, it is a good idea to check which faction they belong to. If the transport pod crash victim is an unaffiliated Spacer or a member of a friendly or neutral faction, you can rescue them if you have an available medical bed. If they are a member of a hostile faction, you will need an unoccupied prison bed. Once healed, non-hostile crash victims will either join your colony out of gratitude or walk away to return to their faction. Non-hostiles who return to their colonies will give a good will bonus. [[Prisoner|Capturing]] a member of a non-hostile faction will turn them hostile. If you do nothing and their injuries aren't severe, it's possible for them to stand on their own after a while and leave the map.&lt;br /&gt;
&lt;br /&gt;
For Spacers, there is no faction goodwill bonus for healing or releasing them and no mood penalty for leaving undesirable colonist candidates to die, as long as you don't capture them first. A near-guaranteed way to recruit them is to capture rather than rescue them. Their recruitment difficulty percentage is usually low and this will also train your warden's Social skill. &lt;br /&gt;
&lt;br /&gt;
For non-hostile faction members, you should always rescue them. This gives them a chance to join your faction, but most likely they will just leave once healed, increasing goodwill.&lt;br /&gt;
&lt;br /&gt;
[[File:Rescuee joined your group.png|400px|thumb|none|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
&lt;br /&gt;
=== Wanderer joins ===&lt;br /&gt;
A random colonist arrives from a map edge and joins the colony immediately. Like most events involving other people, the wanderer has a chance to be related to an existing colonist.  They will most likely be naked, so have some spare clothes ready just in case. Notification: ''A villager named (name) has arrived and is joining the colony. (Gender) is a (backstory)''.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]], the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wild (wo)man wanders in ===&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map.  You have the option to &amp;quot;Tame&amp;quot; this person with a minimum animals skill of {{Q|Human|Minimum Handling Skill}}. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. Arresting them will no longer allow you to recruit or enslave them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)man may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Royal Tribute Collector ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
== Neutral ==&lt;br /&gt;
=== Affair ===&lt;br /&gt;
Somebody who is already married starts an affair with a single person.  It is possible for your colonists to cheat on their lovers who aren't members of your faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Affair.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Area revealed  ===&lt;br /&gt;
A hidden area has been opened up on the map, with an appropriately colored event envelope regarding the nature of the reveal. It's often associated with opening an [[#Ancient_Danger|Ancient Danger]], which are usually easy to find due to their large rectangular shape.  It can also occur with opening buildings on maps, whether freestanding buildings on a map or opening enemy buildings during your own raids.  It can also occur when mining, usually by accident when long straight lines are selected for digging.  However, sometimes entrances to these areas can be seen on the map.  Look along the edges of a mountain for one or more visible edge blocks facing inward. Mining this section out can reveal new mineral riches, new farmland, new animals, new threats... or absolutely nothing.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Inward facing edges.png| '''Find inward facing edges,''' &lt;br /&gt;
File:Area revealed.png| '''...and open up an entire valley.'''&lt;br /&gt;
File:Inward facing rocks.png|'''more inward rocks'''&lt;br /&gt;
File:Area revealed red.png|'''this area contains a threat&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== (Leader) died: (Faction) ===&lt;br /&gt;
Occasionally, the leader of another faction will die, sometimes through no action on your part. The popup window will also announce his or her successor.&lt;br /&gt;
&lt;br /&gt;
This alert uses the variable title of the leader in question. For example, if the &amp;quot;boss&amp;quot; of a pirate band dies you will see 'Boss died', if the &amp;quot;chief&amp;quot; died, then it will read 'Chief died', and so on.&lt;br /&gt;
&lt;br /&gt;
This will also happen if the leader personally comes to raid your base and is killed in action.  Killing an enemy faction leader will give a mood buff for a while to the colonist that accomplished this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid with Faction leader.png|'''Raid with Faction leader presence'''&lt;br /&gt;
File:Boss died Faction new b.png|'''(Boss name) died / The new boss is (name)'''&lt;br /&gt;
File:Defeated hostile leader name.png|'''Defeated hostile leader (name)'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== New (Leader): (Faction) ====&lt;br /&gt;
Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and [[#New recruit|recruiting]] another faction's leader. The leader then places first at the colonist bar, instead of last.&lt;br /&gt;
[[File:New chief.png|250px|thumb|none|Chief of a hostile tribe recruited to colony.]]&lt;br /&gt;
&lt;br /&gt;
=== Meteorite ===&lt;br /&gt;
A large meteorite has struck ground in the area. It has left behind a lump of [material]. During daylight, a large shadow will project on the ground which shrinks as it closes in.&lt;br /&gt;
&lt;br /&gt;
Any colonists beneath the meteorite has a small while to escape before they are crushed by it, the map tile will read: Meteorite (incoming).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Meteorite.png|'''Landed meteorite'''&lt;br /&gt;
File:Meteorite before impact.png|'''Flying meteorite'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rare Thrumbos ===&lt;br /&gt;
Two to six [[thrumbo]]s will spawn at the edge of the map, staying around for a while to eat anything they can, including your crops.  The player can attempt to hunt or tame them, both of which are very difficult.  If no action is taken, they will leave on their own after a few days.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 13 days.&lt;br /&gt;
&lt;br /&gt;
=== Ship chunks ===&lt;br /&gt;
This event doesn't have an envelope, but rather appears in the notification bar up top, assuming these chunks don't strike your colony or pawns.  One or more [[ship chunk]]s fall onto the map. They can be deconstructed for 5-6 [[component]]s and 20 [[steel]].  Rarely they can punch through roofs, damaging structures near it.  Extremely rarely they can land right on top of a colonist, killing them.&lt;br /&gt;
&lt;br /&gt;
In Beta 18 the ship chunk creates an explosion upon landing. The falling chunks cast shadows on the ground, giving a little time for colonists to move out of the way.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
This event merely informs you that you are ill-prepared for the winter.  Grow some more food and get some warm clothing.  Plan ahead for any additions to your colony during these seasons, including recruits and born animals.&lt;br /&gt;
&lt;br /&gt;
=== Traveler Visit ===&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
=== Relationship ===&lt;br /&gt;
[[File:Relationship.png|300px|thumb|none|Relationship, in this case is Fiancee.]]&lt;br /&gt;
Normally this isn't an event on its own, but rather an addition to other events that involve other pawns such as raids or traders arriving.  In any instance of other humanoids visiting your base, there is a chance that one or a few of the visitors or raiders may be related to your existing colonists.  Clicking the event envelope will show the relation.&lt;br /&gt;
&lt;br /&gt;
If the visitor instance itself was an event, it will add &amp;quot;(Relationship)&amp;quot; onto the end of the envelope title.  If the instance would only have been a notification otherwise such as other factions crossing your map, it will become a Relationship event on its own.&lt;br /&gt;
&lt;br /&gt;
In 1.0, it's also possible for this event to show up when you raid an enemy location if a relative lives there.&lt;br /&gt;
&lt;br /&gt;
=== Visitor(s) ===&lt;br /&gt;
Friendly faction members may stop by your settlement.  Occasionally, they will have a few goods to trade.  Like a regular trader they will mill about the player's colony for a while.  Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods.&lt;br /&gt;
&lt;br /&gt;
Visitors possess no higher purpose otherwise.  Still, their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
{{for|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Attack begun ===&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
=== Bandit camp opportunity ===&lt;br /&gt;
{{see also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
=== Caravan ambushed / (manhunters) ===&lt;br /&gt;
While traveling, one of your [[caravan]]s are attacked.  The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
==== Caravan battle won ====&lt;br /&gt;
This event will tell you if your people won their fight.&lt;br /&gt;
&lt;br /&gt;
=== Caravan arrived at (Location) ===&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
=== Caravan lost ===&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan destroyed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan meeting by (Caravan ID) ===&lt;br /&gt;
This is a pop up window rather than an event with envelope icon.  While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you.  Of course, you also have the option to attack them.  Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
=== Caravan ready ===&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map.  It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
=== Caravan request ===&lt;br /&gt;
Other friendly factions may make a special trade request of you.  The popup will specify which goods they want, the price they're willing to pay for them and the deadline they want them by.  They may pay in silver or make a trade for a different item.  They will usually pay well over the standard price that those items would otherwise be.  Which good they want and how much of it can be checked afterward by clicking on the requesting colony on the World tab.&lt;br /&gt;
&lt;br /&gt;
This event is more likely the more colony wealth you have, up to 2x chance at 300,000 wealth.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and hand over members as slaves. If you don't, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
=== Incapacitated refugee quest ===&lt;br /&gt;
[[File:Incapacitated refugee.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[Name, adulthood background] of the Spacer faction contacts you on radio and requests help. He/She is wounded and unable to move.  Without your help, he/she will die within X days. It may be dangerous there, so beware.  The refugee will be anywhere from 2 to 13 tiles away from your base and will die between 7 and 15 days.  For some strange reason, the refugee is capable of holding out much longer than his bleeding rate would otherwise be if he was present at your colony, so an immediate rescue is not much different than rescuing moments before death.  Entering that map will speed up any bleeding, however.&lt;br /&gt;
&lt;br /&gt;
Once you go to the map, there will be a downed refugee waiting. Right-clicking and selecting 'Offer help' on the refugee will instantly recruit him. You have 15 days to rescue the refugee and wait for his wounds to heal.&lt;br /&gt;
&lt;br /&gt;
There is no mood penalty for leaving an undesirable colonist candidate to die as long as you don't recruit them first.&lt;br /&gt;
&lt;br /&gt;
=== Item Stash Opportunity (Time Remaining) ===&lt;br /&gt;
Another faction leader will tell you of the existence of an item stash on the map. The items will often be guarded and others will gather the items first if you aren't fast enough getting to them.&lt;br /&gt;
&lt;br /&gt;
Item stashes will timeout between 10 – 30 days. They may have a quest item, 3 - 5 [[skilltrainer]]s, or anywhere between 5 - 9 non-quest items. The total value is around 2000 - 3000 silver. &lt;br /&gt;
&lt;br /&gt;
It is possible that the stash generates with an initially hostile faction guarding it, but [[Events#Good will|Good will]] triggering before your colonists arrive at the stash will turn them friendly. &lt;br /&gt;
&lt;br /&gt;
Once the defenders are defeated, you will have two and a half days before the game automatically reforms your caravan. The game will not collect the items for you, so you must either gather them yourself and leave the map or manually reform the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Peace talks ===&lt;br /&gt;
[[File:Peace talks.png|400px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a subevent of its own. No matter the outcome, your negotiator will always gain social skill.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk triumph ====&lt;br /&gt;
The peace talks were very successful, giving a great boost to relations from 50 to 75. In addition, the faction will give a farewell gift worth between 500 and 1500 silver.&lt;br /&gt;
&lt;br /&gt;
Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk success ====&lt;br /&gt;
The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.55.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk flounder ====&lt;br /&gt;
The talks were neither successful nor a failure, and relations remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.2.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk backfire ====&lt;br /&gt;
The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk disaster ====&lt;br /&gt;
The peace talks have failed so miserably that the faction hates you a lot more now, with a -25 to -75 damage to relations, as well as instantly turning hostile if they aren't already.&lt;br /&gt;
&lt;br /&gt;
In addition, the angered faction sends a group of attackers after your negotiating party.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.05.&lt;br /&gt;
&lt;br /&gt;
==== Outcome chances ====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.&lt;br /&gt;
&lt;br /&gt;
*At 0% power, the bad outcome factor is 4.&lt;br /&gt;
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.&lt;br /&gt;
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Flounder = 0.2&lt;br /&gt;
*Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
*Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
Finally, the probability of each outcome is calculated:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
Take a level 15 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.&lt;br /&gt;
#The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143&lt;br /&gt;
#*Success = 0.55 * ( 1 / 0.7) = 0.786&lt;br /&gt;
#*Flounder = 0.2&lt;br /&gt;
#*Backfire = 0.1 * 0.7 = 0.07&lt;br /&gt;
#*Disaster = 0.05 * 0.7 = 0.035&lt;br /&gt;
#The sum total of new weights is calculated:&lt;br /&gt;
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234&lt;br /&gt;
#Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#*Triumph = 0.143 / 1.234 = 11.58%&lt;br /&gt;
#*Success = 0.786 / 1.234 = 63.69%&lt;br /&gt;
#*Flounder = 0.2 / 1.234 = 16.21%&lt;br /&gt;
#*Backfire = 0.07 / 1.234 = 5.67%&lt;br /&gt;
#*Disaster = 0.035 / 1.234 = 2.84%&lt;br /&gt;
&lt;br /&gt;
=== Prisoner rescue request ===&lt;br /&gt;
A prisoner locked up in a hostile faction steals a radio and calls your faction for help. &lt;br /&gt;
&lt;br /&gt;
You can send out a caravan to rescue the prisoner. Once arrived, they will find an enemy outpost with a revealed cell containing food and the prisoner.  To rescue the prisoner, a colonist must reach him or her, whether by your colonists entering the cell (claim the door first for easy entry) or blowing a hole in the wall, and then offer help. If help is not offered, the prisoner will not be free, even if the cell is destroyed.&lt;br /&gt;
&lt;br /&gt;
The event will expire if ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:PRO 0.png|'''World event letter'''&lt;br /&gt;
File:PRO 1.png|'''World map location'''&lt;br /&gt;
File:PRO 2.png|'''Event specific map'''&lt;br /&gt;
File:PRO 3.png|'''Event success notification'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Precious minerals found ===&lt;br /&gt;
[[File:Lump of precious resources.png|300px|thumb|right|Lump of precious resources]]&lt;br /&gt;
&lt;br /&gt;
This event may only occur once the [[long-range mineral scanner]] is built, powered and being used.&lt;br /&gt;
&lt;br /&gt;
Your long-range mineral scanner has found a lump of precious resources nearby, depending on the resource it's set to. We don't know who or what - if anything - might be guarding it. The minerals are usually guarded either by pirates or a manhunter pack.&lt;br /&gt;
&lt;br /&gt;
Once colonists reach the spot, a temporary map will be generated with the precious resource lump in the middle. After arrival and defeat of all enemies, you have 10 days to mine the lump and anything else around it. Prior to your colonists reaching it, the lump lasts for 30 days (or forever prior to 0.19/1.0).&lt;br /&gt;
&lt;br /&gt;
=== Quest no longer available ===&lt;br /&gt;
A world quest previously given can no longer be done by your faction.  This happens with quests such as wiping out an enemy outpost due to reasons such as making peace with that enemy faction.&lt;br /&gt;
&lt;br /&gt;
=== Rescuee joins ===&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Sub-events ===&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it.  It's even possible for animals to lie in wait.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&lt;br /&gt;
=== Game over ===&lt;br /&gt;
This happens when all your colonists are either dead, missing or left the planet. The game will show a UI which says that everyone is gone or dead, and allows you to return to the main menu or continue playing. It also says that someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from.&lt;br /&gt;
&lt;br /&gt;
[[File:Game_over.png|400px|thumb|left|Welp, time to start a new game I guess...]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Planetkiller ===&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&lt;br /&gt;
[[File:Game_over_planetkiller.png|400px|thumb|left|Ouch.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous version of RimWorld.&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively.  Enemies may directly target your animals during attacks.  Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab.  Wild predators may hunt and kill your animals, including bonded ones.  Bonded animals can also fall into traps.  It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|none|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event.  Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]].  If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&lt;br /&gt;
=Event Data=&lt;br /&gt;
{|&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[Events#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[Events#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash|Psychic Ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[Events#Manhunter pack|Manhunter Pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[Events#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[Events#Faction Assistance|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal|Mad Animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Events#Cold Snap|Cold Snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Events#Heat Wave|Heat Wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[Events#Alphabeavers|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Events#Eclipse|Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Events#Solar Flare|Solar Flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Events#Psychic Drone|Psychic Drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion|Zzzt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[Events#Mysterious Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Events#Toxic Fallout|Toxic Fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Events#Volcanic Winter|Volcanic Winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[Events#Pirate Merchant In Range|Pirate Merchant]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[Events#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[Events#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[Events#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[Events#Cargo Pods|Cargo Pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[Events#Escape Pod|Escape Pod]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Events#Psychic Soothe|Psychic Soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[Events#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id =&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland&lt;br /&gt;
{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert&lt;br /&gt;
{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest&lt;br /&gt;
{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet&lt;br /&gt;
{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice&lt;br /&gt;
{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest&lt;br /&gt;
{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest&lt;br /&gt;
{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[Events#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[Events#Volcanic winter|Volcanic winter]], [[Events#Refugee Chased at (Settlement)|Chased refugee]], [[Events#Psychic soothe|Psychic sooth]], [[Events#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[Warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[Events#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[Events#(Animals) join|Farm Animals Wander In]], [[Events#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[Events#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[Events#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - [[Events#Alphabeavers||Alphabeaver]] event will happen even if the outdoor temperature is above their minimum comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=108076</id>
		<title>Medical Tend Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=108076"/>
		<updated>2022-08-21T19:34:17Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The base quality of tending given when tending wounds and illnesses.&lt;br /&gt;
&lt;br /&gt;
The actual tend quality will also be affected by factors like [[medicine]] used, skill level of the doctor, facilities, [[Room_stats#Cleanliness|room cleanliness]], luck, and so on.&lt;br /&gt;
&lt;br /&gt;
When self-tending, the tend quality is 70% of what it is when tending others.&lt;br /&gt;
&lt;br /&gt;
Higher tend quality will speed the recovery from [[injury]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
{{stub|section=1|reason = Skill table and Post process curve.}}&lt;br /&gt;
* [[Skill::Medical| ]][[Skills#Medical|Medical]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.1|10%]] per skill level.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::1|100%]] importance, [[Manipulation Limit::1.4|140%]] limit&lt;br /&gt;
* [[Sight]]: [[Sight Importance::0.7|70%]] importance, [[Sight Limit::1.4|140%]] limit&lt;br /&gt;
* Post process curve.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This stat has a post process curve so this table is almost certainly wrong, but it can be used as a framework for the correct table - Harakoni&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{P|Skill}}&amp;lt;br&amp;gt;Skill&amp;lt;br&amp;gt;Level&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}% &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 9*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 10*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 11*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 12*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 13*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 14*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 15*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 16*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 17*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 18*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 19*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 20*{{P|Skill Bonus Factor}})* 100 round 0}}%&lt;br /&gt;
|}&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hospital_bed&amp;diff=107947</id>
		<title>Hospital bed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hospital_bed&amp;diff=107947"/>
		<updated>2022-08-18T22:52:14Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|furniture|&lt;br /&gt;
|name = Hospital bed&lt;br /&gt;
|image = Hospital bed south.png&lt;br /&gt;
|description = A bed specially designed for use in hospitals. Adjustable for a patient and festooned with built-in equipment, it improves medical outcomes over normal beds.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Furniture&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 42&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|mass base = 35&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 150&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|rest effectiveness = 1&lt;br /&gt;
|immunity gain speed factor = 1.11&lt;br /&gt;
|medical quality offset = 0.1&lt;br /&gt;
|surgery success chance factor = 1.1&lt;br /&gt;
|comfort = 0.8&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|facility = vitals monitor, end table, dresser, sleep accelerator&lt;br /&gt;
|research = Hospital bed&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 8&lt;br /&gt;
|work to make = 2800&lt;br /&gt;
|stuff tags = Metallic&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 40&lt;br /&gt;
|resource 2 = Steel&lt;br /&gt;
|resource 2 amount = 80&lt;br /&gt;
|resource 3 = Component&lt;br /&gt;
|resource 3 amount = 5&lt;br /&gt;
}}{{Info|A '''hospital bed''' improves quality of medical treatments, boosts [[Immunity Gain Speed|immunity gain speed]] to help recover from diseases faster, and speeds up healing from [[injury|injuries]]. It can even boost medical tend quality above the normal maximum for that type of medicine, for example allowing 70%+ treatment quality from herbal medicine. &lt;br /&gt;
&lt;br /&gt;
When a colonist that is injured, [[ailments|sick]], or has been scheduled for an operation is selected, the player may right-click a hospital bed to direct the colonist there by selecting the ''&amp;quot;Rest until healed&amp;quot;'' command (even for elective surgeries).  That colonist will then go to that bed and sleep there instead of at their designated beds, and instead of doing their regular tasks. At any time, the colonist can be given another task and, if they can move, they will leave the bed and perform that task.&lt;br /&gt;
&lt;br /&gt;
A hospital bed can also be linked to a [[Vitals monitor|vitals monitor]] to further increase medical treatment quality and patient's immunity gain speed. The bonuses for immunity gain speed from a hospital bed and a vitals monitor stack, but a vitals monitor does not improve the recovery rate from injuries.}}&lt;br /&gt;
&lt;br /&gt;
While resting on a hospital bed, colonists recover from injuries much faster than a normal [[bed]] or [[sleeping spot]]. The increased heal rate from using a hospital bed relative to a normal bed is equivalent to a +75% increase in tend quality (see [[injury]] for details).&lt;br /&gt;
&lt;br /&gt;
It also increases the success rate of [[Doctoring#Surgery|surgeries]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Constructing a hospital bed requires [[Research#Hospital bed|Hospital Bed]] to be researched and a [[construction]] skill of 8. It requires {{Required Resources}} and is constructed in {{Ticks|{{P|Work To Make}}}}.&lt;br /&gt;
&lt;br /&gt;
==Summary==&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 varies by [[quality]] and material. Stone materials only offer 90% of the rest effectiveness of a bed made from non-stone materials at the same quality level.&lt;br /&gt;
{{Rest Effectiveness Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.&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 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;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesurgerychancefactor| 110 }}&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
!Surgery Success Chance Factor&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.90 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.95 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.05 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.10 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.15 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.30 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
&lt;br /&gt;
When compared to a [[Bed|regular bed]]: &lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Can be used alongside a [[Vitals monitor|vitals monitor]], giving further boosts to their medical care &lt;br /&gt;
* ~75% increase in effective tend quality while resting here&lt;br /&gt;
* 10% increased surgery success chance &lt;br /&gt;
* +0.04 immunity gain speed &lt;br /&gt;
* 6.25% increased comfort &lt;br /&gt;
* more HP &lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
&lt;br /&gt;
* Nearly impossible to acquire early game &lt;br /&gt;
* Much more expensive, requiring 80 steel and 6 components &lt;br /&gt;
* Requires the [[Research#Hospital_bed|Hospital Bed]] research project &lt;br /&gt;
* Takes 2.5x longer to construct &lt;br /&gt;
* Requires level 8 Construction &lt;br /&gt;
* -1 beauty &lt;br /&gt;
* ~16.67% heavier&lt;br /&gt;
* Hard cap of 98% surgery success cannot be overcome by any means&lt;br /&gt;
* Increased Colony Wealth (especially for Legendary quality) &lt;br /&gt;
&lt;br /&gt;
The massive increase in tend quality and surgery success chance makes Hospital beds a worthwhile project to pursue for treatment, especially in maps such as the [[Biomes#Tropical_rainforest|Tropical Rainforest]] or [[Biomes#Tropical_swamp|Tropical Swamp]] where diseases like [[Malaria]] are much more frequent. A pawn with a high medical skill and [[Herbal_medicine|Herbal Medicine]] can suffice for most cases early game, but a hospital bed minimalizes the risk of poor tend results. Since the hospital beds are locked behind a 1200 point research project, as well as needing [[Research#Sterile_materials|Sterile Materials]] (600 points) and [[Research#Microelectronics|Microelectronics]] (3000 research points), it is not always advised to prioritize them; instead, spend time researching projects that are more immediately necessary for your playthrough. In bedrooms/barracks, using hospital beds is generally not worth the cost, unless the pawn is [[Traits#Immunity|sickly]], [[Immunity_Gain_Speed#Age|very old]], or otherwise needs immediate access to quality care in their bedrooms. &lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Version !! &lt;br /&gt;
|-&lt;br /&gt;
| [[Version/0.19.2009|Beta 19]] || &lt;br /&gt;
* Now requires [[component|components]] to build, instead of [[medicine]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Bed]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hospital_bed&amp;diff=107946</id>
		<title>Hospital bed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hospital_bed&amp;diff=107946"/>
		<updated>2022-08-18T22:43:16Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|furniture|&lt;br /&gt;
|name = Hospital bed&lt;br /&gt;
|image = Hospital bed south.png&lt;br /&gt;
|description = A bed specially designed for use in hospitals. Adjustable for a patient and festooned with built-in equipment, it improves medical outcomes over normal beds.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Furniture&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 42&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|mass base = 35&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 150&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|rest effectiveness = 1&lt;br /&gt;
|immunity gain speed factor = 1.11&lt;br /&gt;
|medical quality offset = 0.1&lt;br /&gt;
|surgery success chance factor = 1.1&lt;br /&gt;
|comfort = 0.8&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|facility = vitals monitor, end table, dresser, sleep accelerator&lt;br /&gt;
|research = Hospital bed&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 8&lt;br /&gt;
|work to make = 2800&lt;br /&gt;
|stuff tags = Metallic&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 40&lt;br /&gt;
|resource 2 = Steel&lt;br /&gt;
|resource 2 amount = 80&lt;br /&gt;
|resource 3 = Component&lt;br /&gt;
|resource 3 amount = 5&lt;br /&gt;
}}{{Info|A '''hospital bed''' improves quality of medical treatments, boosts [[Immunity Gain Speed|immunity gain speed]] to help recover from diseases faster, and speeds up healing from [[injury|injuries]]. It can even boost medical tend quality above the normal maximum for that type of medicine, for example allowing 70%+ treatment quality from herbal medicine. &lt;br /&gt;
&lt;br /&gt;
When a colonist that is injured, [[ailments|sick]], or has been scheduled for an operation is selected, the player may right-click a hospital bed to direct the colonist there by selecting the ''&amp;quot;Rest until healed&amp;quot;'' command (even for elective surgeries).  That colonist will then go to that bed and sleep there instead of at their designated beds, and instead of doing their regular tasks. At any time, the colonist can be given another task and, if they can move, they will leave the bed and perform that task.&lt;br /&gt;
&lt;br /&gt;
A hospital bed can also be linked to a [[Vitals monitor|vitals monitor]] to further increase medical treatment quality and patient's immunity gain speed. The bonuses for immunity gain speed from a hospital bed and a vitals monitor stack, but a vitals monitor does not improve the recovery rate from injuries.}}&lt;br /&gt;
&lt;br /&gt;
While resting on a hospital bed, colonists recover from injuries much faster than a normal [[bed]] or [[sleeping spot]]. The increased heal rate from using a hospital bed relative to a normal bed is equivalent to a +75% increase in tend quality (see [[injury]] for details).&lt;br /&gt;
&lt;br /&gt;
It also increases the success rate of [[Doctoring#Surgery|surgeries]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Constructing a hospital bed requires [[Research#Hospital bed|Hospital Bed]] to be researched and a [[construction]] skill of 8. It requires {{Required Resources}} and is constructed in {{Ticks|{{P|Work To Make}}}}.&lt;br /&gt;
&lt;br /&gt;
==Summary==&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 varies by [[quality]] and material. Stone materials only offer 90% of the rest effectiveness of a bed made from non-stone materials at the same quality level.&lt;br /&gt;
{{Rest Effectiveness Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.&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 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;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesurgerychancefactor| 110 }}&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
!Surgery Success Chance Factor&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.90 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.95 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.05 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.10 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.15 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.30 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
&lt;br /&gt;
When compared to a [[Bed|regular bed]]: &lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Can be used alongside a [[Vitals monitor|vitals monitor]], giving further boosts to their medical care &lt;br /&gt;
* ~75% increase in tend quality&lt;br /&gt;
* 10% increased surgery success chance &lt;br /&gt;
* +0.04 immunity gain speed &lt;br /&gt;
* 6.25% increased comfort &lt;br /&gt;
* ~7.14% more HP &lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
&lt;br /&gt;
* Nearly impossible to acquire early game &lt;br /&gt;
* Much more expensive, requiring 80 steel and 6 components &lt;br /&gt;
* Requires the [[Research#Hospital_bed|Hospital Bed]] research project &lt;br /&gt;
* Takes 2.5x longer to construct &lt;br /&gt;
* Requires level 8 Construction &lt;br /&gt;
* -1 beauty &lt;br /&gt;
* ~16.67% heavier&lt;br /&gt;
* Hard cap of 98% surgery success cannot be overcome by any means&lt;br /&gt;
* Increased Colony Wealth (especially for Legendary quality) &lt;br /&gt;
&lt;br /&gt;
The massive increase in tend quality and surgery success chance makes Hospital beds a worthwhile project to pursue for treatment, especially in maps such as the [[Biomes#Tropical_rainforest|Tropical Rainforest]] or [[Biomes#Tropical_swamp|Tropical Swamp]] where diseases like [[Malaria]] are much more frequent. A pawn with a high medical skill and [[Herbal_medicine|Herbal Medicine]] can suffice for most cases early game, but a hospital bed minimalizes the risk of poor tend results. Since the hospital beds are locked behind a 1200 point research project, as well as needing [[Research#Sterile_materials|Sterile Materials]] (600 points) and [[Research#Microelectronics|Microelectronics]] (3000 research points), it is not always advised to prioritize them; instead, spend time researching projects that are more immediately necessary for your playthrough. In bedrooms/barracks, using hospital beds is generally not worth the cost, unless the pawn is [[Traits#Immunity|sickly]], [[Immunity_Gain_Speed#Age|very old]], or otherwise needs immediate access to quality care in their bedrooms. &lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Version !! &lt;br /&gt;
|-&lt;br /&gt;
| [[Version/0.19.2009|Beta 19]] || &lt;br /&gt;
* Now requires [[component|components]] to build, instead of [[medicine]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Bed]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flak_vest&amp;diff=107878</id>
		<title>Flak vest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flak_vest&amp;diff=107878"/>
		<updated>2022-08-15T20:22:37Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Analysis */  writing polish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main&lt;br /&gt;
| name = Flak vest&lt;br /&gt;
| image = ArmorVest.png|Flak vest&lt;br /&gt;
| description = A vest with armor plates inserted on the chest and back. While quite effective at deflecting gunshots and stabbing attacks against the chest, it does nothing to protect the limbs.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.6&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Flak armor&lt;br /&gt;
| work to make = 9000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| resource 2 = Cloth&lt;br /&gt;
| resource 2 amount = 30 &lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 1&lt;br /&gt;
| marketvalue  = 225&lt;br /&gt;
| armorblunt  = 36&lt;br /&gt;
| armorsharp  = 100&lt;br /&gt;
| armorheat  = 27&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| insulationcold = 1&lt;br /&gt;
| insulationheat = 0&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Right Shoulder&lt;br /&gt;
| layer = Middle&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tags = IndustrialMilitaryBasic&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
}}&lt;br /&gt;
The '''flak vest''' is a type of [[armor]] that protects well against sharp/piercing attacks (e.g. bullets, stabs, cuts, bites), and offer minor protection against blunt attacks, explosions and the ever-present threat of clubs, maces, and wild animals. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Flak vests can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
They can also be [[Trade|bought]] from orbital, [[Outlander]], or [[Empire]] {{RoyaltyIcon}} traders, as well as Outlander and Empire [[faction base]]s. Flak Vests are also commonly found on Outlanders, [[Pirates]], [[Ancients]] and [[Empire#Pawns|Imperial Troopers]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1|reason=add summary of how the move speed penalty applies with calcs}}&lt;br /&gt;
They also reduce the wearer's base [[move speed]] by 0.12 {{CS}}. The vest protects torso, neck and shoulders.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Flak vests provide good protection at low cost and for a very small decrease in movement. The vest provides significant protection for the torso, neck, heart, lungs &amp;amp; kidneys (if one of them is already destroyed) and liver, all of which are immediately fatal if destroyed, and which constitute all the body parts that do so that are not exclusively covered by helmets. This comes at the cost of offering no protection to the extremities. For this reason, besides rarer deaths by low [[consciousness]] or [[blood loss]], a flak vest offers more survivability than [[recon armor]], or its variants the [[locust armor]] {{RoyaltyIcon}} and [[prestige recon armor]] {{RoyaltyIcon}}. However, the risk to the limbs is still greater.&lt;br /&gt;
&lt;br /&gt;
Flak vests occupy the middle layer, meaning that overgarments such as [[duster]] or [[flak jacket]] may be worn over the top, whereas power armor variants occupy both the middle and outer layers so they cannot be worn with the duster. The duster further improves the torso protection and provides some, but still less protection, to the extremities. &lt;br /&gt;
&lt;br /&gt;
The combination of flak vest and dusters with protective materials such as [[devilstrand]] or [[thrumbofur]] allow the flak vest to compete in torso protection against the [[marine armor]] of similar [[Quality|qualities]] and their low price, smaller movement speed debuff, and low research cost make them attractive alternatives. However at all qualities the marine armor will outperform any combination of flak vest and duster in terms of limb protection.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
Beta 19 - Renamed from '''Armor vest''' to '''Flak vest'''. Now significantly less expensive and protects  against heat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vanometric_power_cell&amp;diff=107877</id>
		<title>Vanometric power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vanometric_power_cell&amp;diff=107877"/>
		<updated>2022-08-15T19:55:26Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Vanometric power cell&lt;br /&gt;
|image = Vanometric power cell.png|Vanometric power cell&lt;br /&gt;
|description = Generates free energy, forever, without using fuel. This technology is developed by archotechs, and is beyond even most glitterworld societies. While nobody knows exactly how it works, scholars believe it somehow extracts energy directly from fluctuations in the quantum foam.&lt;br /&gt;
|type = Building&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 42&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|mass base = 15&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 200&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|power = 1000&lt;br /&gt;
|glowradius = 3&lt;br /&gt;
|glowcolor = (227, 233, 168)&lt;br /&gt;
|marketvalue = 1200&lt;br /&gt;
|tradeTags = ExoticBuilding&lt;br /&gt;
|tradeability = Sellable&lt;br /&gt;
|thingCategories = BuildingsSpecial&lt;br /&gt;
|deconstruct yield = {{Icon small|Steel}} 50 + {{Icon small|Advanced component}} 3&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''vanometric power cell''' is a [[Events#World incidents|World quest]] reward [[Power#Power generators|power generator]] that constantly provides 1000W for free and can be installed anywhere.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Vanometric power cells cannot be constructed nor bought from [[trader]]s. Instead they can only be acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to an vanometric power cells in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the [[DLC]] dilute the reward pool with more options.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Vanometric power cells provide a constant {{P|Power Consumption}}W of [[power]] without requiring refueling of any kind, or requiring any particular [[terrain]] or [[weather]]. They can also be freely uninstalled and reinstalled&lt;br /&gt;
&lt;br /&gt;
They are still susceptible to [[solar flare]]s and other similar effects.&lt;br /&gt;
&lt;br /&gt;
For comparison, a battery discharging at this rate would deplete in roughly 14 hours.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
* Since it is 100% reliable, you can power high-priority equipment (such as base defenses or climate control) in case other power sources fail.&lt;br /&gt;
* Small and portable features allows to conveniently power &amp;quot;off-grid&amp;quot; equipment (such as mining drills) without the need for long conduits.&lt;br /&gt;
* Can be loaded into caravans or transport pods to power turrets in an offensive capacity.&lt;br /&gt;
* It can also be used to charge back-up batteries.&lt;br /&gt;
* If it is to be used simply as a hassle-free battery, it should be noted that it adds 6-fold more to colony wealth than a normal battery. See [[wealth_management]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - added.&lt;br /&gt;
* Beta 19 - The power output was buffed from 500W to 1000W &lt;br /&gt;
&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vanometric_power_cell&amp;diff=107835</id>
		<title>Vanometric power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vanometric_power_cell&amp;diff=107835"/>
		<updated>2022-08-15T04:41:54Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Vanometric power cell&lt;br /&gt;
|image = Vanometric power cell.png|Vanometric power cell&lt;br /&gt;
|description = Generates free energy, forever, without using fuel. This technology is developed by archotechs, and is beyond even most glitterworld societies. While nobody knows exactly how it works, scholars believe it somehow extracts energy directly from fluctuations in the quantum foam.&lt;br /&gt;
|type = Building&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 42&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|mass base = 15&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 200&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|power = 1000&lt;br /&gt;
|glowradius = 3&lt;br /&gt;
|glowcolor = (227, 233, 168)&lt;br /&gt;
|marketvalue = 1200&lt;br /&gt;
|tradeTags = ExoticBuilding&lt;br /&gt;
|tradeability = Sellable&lt;br /&gt;
|thingCategories = BuildingsSpecial&lt;br /&gt;
|deconstruct yield = {{Icon small|Steel}} 50 + {{Icon small|Advanced component}} 3&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''vanometric power cell''' is a [[Events#World incidents|World quest]] reward [[Power#Power generators|power generator]] that constantly provides 1000W for free and can be installed anywhere.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Vanometric power cells cannot be constructed nor bought from [[trader]]s. Instead they can only be acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to an vanometric power cells in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the [[DLC]] dilute the reward pool with more options.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Vanometric power cells provide a constant {{P|Power Consumption}}W of [[power]] without requiring refueling of any kind, or requiring any particular [[terrain]] or [[weather]]. They can also be freely uninstalled and reinstalled&lt;br /&gt;
&lt;br /&gt;
They are still susceptible to [[solar flare]]s and other similar effects.&lt;br /&gt;
&lt;br /&gt;
For comparison, a battery discharging at this rate would deplete in roughly 14 hours.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
* Since it is 100% reliable, you can power high-priority equipment (such as base defenses or climate control) in case other power sources fail.&lt;br /&gt;
* Small and portable features allows to conveniently power &amp;quot;off-grid&amp;quot; equipment (such as mining drills) without the need for long conduits.&lt;br /&gt;
* Can be loaded into caravans or transport pods to power turrets in an offensive capacity.&lt;br /&gt;
* It can also be used to charge back-up batteries.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - added.&lt;br /&gt;
* Beta 19 - The power output was buffed from 500W to 1000W &lt;br /&gt;
&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sleeping_sickness&amp;diff=107834</id>
		<title>Sleeping sickness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sleeping_sickness&amp;diff=107834"/>
		<updated>2022-08-15T00:08:44Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Sleeping Sickness]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
'''Sleeping sickness''' is a parasitic [[disease]] that can only be caught in the tropics, either [[Biomes#Tropical rainforest|Rainforests]] or [[Biomes#Tropical Swamp|Swamps]]. Sleeping Sickness takes a ''very'' long time to develop and also gain immunity to.  Those affected by Sleeping Sickness will be in bed for a long time.&lt;br /&gt;
&lt;br /&gt;
General symptoms include slightly impaired consciousness and manipulation, a small amount of pain, and eventually occasional vomiting. Advanced symptoms include a small to moderate amount of pain, more adversely affected consciousness and manipulation, more frequent vomiting, eventually a loss of consciousness, and finally, death.&lt;br /&gt;
&lt;br /&gt;
If Sleeping Sickness is left untreated, it will kill the affected colonist in around 8.333 days from discovery. &amp;lt;br&amp;gt; &lt;br /&gt;
Good treatment can slow the disease to the point where it takes up to 20 days to kill.&lt;br /&gt;
&lt;br /&gt;
It takes around 8.47 days to develop immunity to sleeping sickness, assuming the patient is rested in an ordinary bed for the whole time and under the age of 40.&lt;br /&gt;
&lt;br /&gt;
Diseases can place a long-term strain on medical supplies. Planting [[healroot]] or making other long-term plans might be wise at the first sign of this disease.&lt;br /&gt;
&lt;br /&gt;
==Stages==&lt;br /&gt;
&lt;br /&gt;
'''Minor (Initial) - Severity: 0 - 0.4374'''&lt;br /&gt;
*+2% Pain&lt;br /&gt;
*-2% Consciousness&lt;br /&gt;
*-2% Manipulation &lt;br /&gt;
&lt;br /&gt;
'''Minor (Advanced) - Severity: 0.4375 - 0.624'''&lt;br /&gt;
*+3% Pain&lt;br /&gt;
*-4% Consciousness&lt;br /&gt;
*-4% Manipulation&lt;br /&gt;
&lt;br /&gt;
'''Major - Severity: 0.625 - 0.874'''&lt;br /&gt;
*Vomiting every 3.5 days (84 hours) on average&lt;br /&gt;
*+5% Pain&lt;br /&gt;
*-15% Consciousness&lt;br /&gt;
*-6% Manipulation&lt;br /&gt;
&lt;br /&gt;
'''Extreme (Initial) - Severity: 0.875 - 0.9374'''&lt;br /&gt;
*Vomiting every 1.75 days (42 hours) on average&lt;br /&gt;
*+10% Pain&lt;br /&gt;
*-20% Consciousness&lt;br /&gt;
*-20% Manipulation&lt;br /&gt;
&lt;br /&gt;
'''Extreme (Advanced) - Severity: 0.9375 - 1'''&lt;br /&gt;
*Vomiting every day (24 hours) on average&lt;br /&gt;
*Maximum 10% Consciousness&lt;br /&gt;
*+15% Pain&lt;br /&gt;
*-20% Manipulation&lt;br /&gt;
*Death&lt;br /&gt;
&lt;br /&gt;
===Progression===&lt;br /&gt;
*When not immune, severity increases by 0.12 per day.&lt;br /&gt;
*When immune, severity decreases by 0.176 per day.&lt;br /&gt;
*Immunity increases by 0.11 per day when sick.&lt;br /&gt;
*Treatment slows progression by a maximum of 0.07 per day.&lt;br /&gt;
**This means the disease will progress by 0.05 per day at this rate.&lt;br /&gt;
&lt;br /&gt;
=='Waking up' from Sleeping Sickness ==&lt;br /&gt;
&lt;br /&gt;
Despite Sleeping Sickness' uniqueness in the respect that it's slower to progress and conquer, it's not as difficult to successfully treat compared to other diseases such as [[malaria]] and the [[plague]]. However, you should still follow standard protocols and ensure that patients of Sleeping Sickness are rested at all times, well-fed, and promptly treated when they need to be treated. &lt;br /&gt;
&lt;br /&gt;
Like Malaria and the Plague, Sleeping Sickness can be prevented, but not treated, by [[Penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
Unlike other diseases, treatment is administered once every 32 hours (as opposed to 12).&lt;br /&gt;
&lt;br /&gt;
=== Normal people ===&lt;br /&gt;
&lt;br /&gt;
Technically people with normal immunity do not need to be treated, as long as they are constantly rested, but this is not recommended.&lt;br /&gt;
&lt;br /&gt;
For those with a base immunity gain rate of 92.7% or less, sleeping sickness cannot be survived without treatment, even if the pawn is constantly resting in a bed.&lt;br /&gt;
&lt;br /&gt;
=== Extremely vulnerable ===&lt;br /&gt;
&lt;br /&gt;
For those with a base immunity gain rate of 36.6% or less, there is no chance that they will be able to survive sleeping sickness normally, even with 100% treatment quality for all treatments and rest in a [[hospital bed]] with [[vitals monitor]] connected. This includes very old people over the age of 120, and some people with kidney and liver damage (physical or chemical).&lt;br /&gt;
&lt;br /&gt;
To save the colonist you can do the following:&lt;br /&gt;
*Administer [[healer mech serum]]- instantly treats the disease&lt;br /&gt;
*Administer [[luciferium]]- if pawn has 22% or more immunity gain speed remaining initially, this gives pawn a chance to survive&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* [https://en.wikipedia.org/wiki/African_trypanosomiasis Sleeping sickness in real life]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
In 1.0 treatment above 53% quality used to be able to cause the disease to regress; if applied early enough, it could cause the disease to vanish entirely.&lt;br /&gt;
&lt;br /&gt;
In 1.1, disease progression was significantly accelerated, and treatment no longer causes disease to regress. In addition, in a minor update of 1.1, immunity gain was boosted, such that colonists can survive without treatment as long as they remain in bed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sensory_mechanites&amp;diff=107833</id>
		<title>Sensory mechanites</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sensory_mechanites&amp;diff=107833"/>
		<updated>2022-08-15T00:04:46Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Main|Sensory mechanites}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;'''Sensory mechanites''' is a [[disease]]. Unlike most diseases, this one causes both problems (pain &amp;amp; tiredness) AND benefits (improved sensory perception, talking and manipulation). The only way for Sensory mechanites to be fatal is for a patient with '''extremely''' low consciousness to fall below 0% from pain.&lt;br /&gt;
The only cure for this disease is time (1-2 quadrums). Treatment is beneficial and advised. Treatment will limit the progression of problems, without affecting the benefits or duration.&lt;br /&gt;
&lt;br /&gt;
Sensory mechanites incapacitate pawns with the [[Trait#Wimp|Wimp]] trait from the onset of the disease. While the buffs are slightly less because of the [[Consciousness]] reduction from the pain, the base +50% sight, hearing talking and manipulation buffs mean this disease can actually be advantageous if the pain and rest fall rate can be managed. &lt;br /&gt;
&lt;br /&gt;
Because of the long duration of this disease and the need for frequent treatment, this can place a long-term strain on medical supplies. Planting [[healroot]] or making other long term plans might be wise at the first sign of this disease.&lt;br /&gt;
&lt;br /&gt;
'''Early Symptoms:'''&lt;br /&gt;
* Serious [[pain]] (+0.2 pain, indirectly causing -4% [[consciousness]])&lt;br /&gt;
* Improved [[sight]] (+50%)&lt;br /&gt;
* Improved [[hearing]] (+50%)&lt;br /&gt;
* Improved [[talking]] (+50%)&lt;br /&gt;
* Improved [[manipulation]] (+30%)&lt;br /&gt;
* Tiredness (rest fall factor) (x170%)&lt;br /&gt;
&lt;br /&gt;
'''Advanced Symptoms:'''&lt;br /&gt;
* Intense [[pain]] (+0.6 pain, indirectly causing -22% [[consciousness]])&lt;br /&gt;
* Tiredness (rest fall factor) (x200%)&lt;br /&gt;
* No other additional effects over early stage&lt;br /&gt;
&lt;br /&gt;
'''Progression:'''&lt;br /&gt;
*Severity increases by 0.25 per day when not tended&lt;br /&gt;
*Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality&lt;br /&gt;
&lt;br /&gt;
'''Pain:'''&lt;br /&gt;
* The early symptom of &amp;quot;Serious&amp;quot; pain is a bit confusing. In the health tab, the pain is described as &amp;quot;mild&amp;quot; but shows -4% consciousness. While in the needs tab, the pain is described as &amp;quot;Serious,&amp;quot; and has a mood debuff of -10. [[Pain]] is typically described as Minor, Serious, Intense, or Mind-shattering. Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of &amp;quot;mild&amp;quot; in the health tab.&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Treated with or without medicine, though medicine improves treatment quality, preventing progression from Early to Advanced symptoms.&lt;br /&gt;
* Treatment does not affect the time it takes for this disease to disappear.&lt;br /&gt;
* Treatment does not change the beneficial effects of this disease in any way.&lt;br /&gt;
* Treatment interval: {{ticks|120000}}&lt;br /&gt;
* Can disappear as early as {{ticks|900000}} (1 quadrum)&lt;br /&gt;
* Can last as long as {{ticks|1800000}} (2 quadrums)&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Charge_rifle&amp;diff=107605</id>
		<title>Charge rifle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Charge_rifle&amp;diff=107605"/>
		<updated>2022-08-10T02:12:31Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Analysis */ oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|weapon|&lt;br /&gt;
| name = Charge rifle&lt;br /&gt;
| image = R4ChargeRifle.png|Charge rifle&lt;br /&gt;
| description = A charged-shot assault rifle. Pulse-charge technology charges each shot with unstable energy as it leaves the barrel. Released on impact, the charged energy greatly increases the damage done.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 15&lt;br /&gt;
| damage type = Bullet&lt;br /&gt;
| armorPenetration = 35&lt;br /&gt;
| range = 25.9&lt;br /&gt;
| accuracyTouch = 55&lt;br /&gt;
| accuracyShort = 64&lt;br /&gt;
| accuracyMedium = 55&lt;br /&gt;
| accuracyLong = 45&lt;br /&gt;
| accuracyAvg = 58.8&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 3&lt;br /&gt;
| burstTicks = 12	&lt;br /&gt;
| warmup = 60&lt;br /&gt;
| cooldown = 120&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Pulse charged munitions&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| marketvalue = 1010&lt;br /&gt;
| mass base = 4.6&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 45000&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = 4.5&lt;br /&gt;
| MeleeWeaponAverageAP = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| weaponTags = Gun, SpacerGun&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper&lt;br /&gt;
}}{{info|The '''charge rifle''' is an end game [[weapon]] with good armor penetration. It fires 3-shot bursts dealing slightly higher damage each; a moderate delay between shots; a moderate time between bursts; moderate range and slightly lower overall accuracy.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Charge rifles can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
Charge rifles can also be found in [[ancient shrine]]s, or [[Trade|purchased]] from [[outlander]] and orbital combat suppliers, or outlander [[faction base]]s. The [[Scenario_system#The Rich Explorer|Rich Explorer]] starting scenario begins with a single charge rifle.&lt;br /&gt;
&lt;br /&gt;
[[raider#Humanlike|Raiders]] never use charge rifles in RimWorld Core {{RimworldIcon}}, however if the [[Royalty DLC]] is active, they may be obtained from the following [[Empire]] {{RoyaltyIcon}} pawn kinds:&lt;br /&gt;
&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;
| [[Empire#Janissary|Janissary]] {{RoyaltyIcon}}  || ? || ? || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Cataphract|Cataphract]] {{RoyaltyIcon}} || ? || ? || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellic Defender|Stellic Defender]] {{RoyaltyIcon}} || ? || ? || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The short story is this: Imagine an [[assault rifle]] that sacrificed 10-15% of its range and accuracy for a 50% boost to damage and '''twice''' the armor penetration and you'll be in the right ballpark. Heavily armored opponents at medium range is the niche where this weapon excels.&lt;br /&gt;
&lt;br /&gt;
Combining a solid per-shot damage with a 3-shot burst naturally makes for a dangerous weapon, which is exactly what the charge rifle is. Range is also fairly good for a multi-shot weapon, being identical to that of the [[LMG]]'s. Armor penetration is also surprisingly high, being comparable to the [[sniper rifle]]'s, despite the aforementioned weapon having a significantly higher per-shot damage.&lt;br /&gt;
&lt;br /&gt;
Overall single-target damage output is the second highest out of all player-usable weapons in the game, beaten only by the [[minigun]]. Close-up damage output is weaker though relative to cheaper ranged weapons such as the [[chain shotgun]], overall only being comparable to the [[heavy SMG]] - still decent in absolute terms though.&lt;br /&gt;
&lt;br /&gt;
Accuracy is also fairly poor, being almost identical to the chain shotgun's. This means that the charge rifle sees a big advantage against large enemies, or even against tightly-packed groups of enemies - though higher-quality LMGs will still fare slightly better in these situations. Additionally, stopping power is lackluster meaning that the charge rifle can't stagger [[human]]s, instead being limited to the likes of [[tortoise]]s and [[boomrat]]s. The warmup/cooldown cycle is also quite long for a multi-shot ranged weapon, only being slightly shorter than the [[bolt-action rifle]]'s.&lt;br /&gt;
&lt;br /&gt;
Finally, the charge rifle is very difficult to acquire until lategame since its production requirements are high and because raiders don't use charge rifles.&lt;br /&gt;
&lt;br /&gt;
Overall, the charge rifle is best suited as somewhat of an offensive weapon due to its overall damage output, being fairly consistent across all distances which the charge rifle can cover. The charge rifle's also a decent hunting weapon due to its solid per-shot damage combined with moderate range.&lt;br /&gt;
&lt;br /&gt;
Against an unarmored human, a charge rifle can kill with 3 hits to the torso, 2-3 hits to the head, 2 hits to the neck, or 1 hit to the brain; cripple limbs in 2 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 5 hits (~9.7 seconds average) to incapacitate that human from pain shock.&lt;br /&gt;
&lt;br /&gt;
Overall, the charge rifle is best paired with a careful shooter up to level 16, and with a trigger-happy shooter beyond that point. &lt;br /&gt;
&lt;br /&gt;
{{Weapon Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
According to the [[Lore#Key technologies|lore]], charged-shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion and greatly increasing the damage done.&lt;br /&gt;
&lt;br /&gt;
In the [[Lore#Key_technologies_2|now-obsolete Quick Primer]], charge weapons were also referred to as [https://en.wikipedia.org/wiki/Tokamak Tokamak] weapons and required high amounts of power to fire. This necessitated powering by hex-cells at small scales (like Charge Rifles), or fusion reactors in the case of large cannons. With the obsolescence of the that fiction primer, and the publication of a new primer that omits, but does not contradict, those details, the canonicity of this lore is now unclear.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Now has a unique sound.&lt;br /&gt;
* Approximately A9 - Renamed from '''R-4 Charge Rifle''' to '''Charge rifle'''.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced.&lt;br /&gt;
* Beta 18 - Received a nerf to damage.&lt;br /&gt;
* Beta 19 - Received a damage and range buff, and accuracy and fire rate nerf.  Its recipe was also changed, and raiders no longer use charge rifles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Equipment R4.png|Original R-4 Charge Rifle sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Charge_rifle&amp;diff=107604</id>
		<title>Charge rifle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Charge_rifle&amp;diff=107604"/>
		<updated>2022-08-10T02:11:42Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Analysis */ OK. 2 sentences.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|weapon|&lt;br /&gt;
| name = Charge rifle&lt;br /&gt;
| image = R4ChargeRifle.png|Charge rifle&lt;br /&gt;
| description = A charged-shot assault rifle. Pulse-charge technology charges each shot with unstable energy as it leaves the barrel. Released on impact, the charged energy greatly increases the damage done.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 15&lt;br /&gt;
| damage type = Bullet&lt;br /&gt;
| armorPenetration = 35&lt;br /&gt;
| range = 25.9&lt;br /&gt;
| accuracyTouch = 55&lt;br /&gt;
| accuracyShort = 64&lt;br /&gt;
| accuracyMedium = 55&lt;br /&gt;
| accuracyLong = 45&lt;br /&gt;
| accuracyAvg = 58.8&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 3&lt;br /&gt;
| burstTicks = 12	&lt;br /&gt;
| warmup = 60&lt;br /&gt;
| cooldown = 120&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Pulse charged munitions&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| marketvalue = 1010&lt;br /&gt;
| mass base = 4.6&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 45000&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = 4.5&lt;br /&gt;
| MeleeWeaponAverageAP = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| weaponTags = Gun, SpacerGun&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper&lt;br /&gt;
}}{{info|The '''charge rifle''' is an end game [[weapon]] with good armor penetration. It fires 3-shot bursts dealing slightly higher damage each; a moderate delay between shots; a moderate time between bursts; moderate range and slightly lower overall accuracy.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Charge rifles can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
Charge rifles can also be found in [[ancient shrine]]s, or [[Trade|purchased]] from [[outlander]] and orbital combat suppliers, or outlander [[faction base]]s. The [[Scenario_system#The Rich Explorer|Rich Explorer]] starting scenario begins with a single charge rifle.&lt;br /&gt;
&lt;br /&gt;
[[raider#Humanlike|Raiders]] never use charge rifles in RimWorld Core {{RimworldIcon}}, however if the [[Royalty DLC]] is active, they may be obtained from the following [[Empire]] {{RoyaltyIcon}} pawn kinds:&lt;br /&gt;
&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;
| [[Empire#Janissary|Janissary]] {{RoyaltyIcon}}  || ? || ? || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Cataphract|Cataphract]] {{RoyaltyIcon}} || ? || ? || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellic Defender|Stellic Defender]] {{RoyaltyIcon}} || ? || ? || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The short story is this: Imagine an [[assault rifle]] that sacrificed 10-15% of its range and accuracy for a 50% boost to damage and '''twice''' the armor penetration and you'll be in the right ballpark. Heavily armored opponents at medium range is the niche where this where this weapon excels.&lt;br /&gt;
&lt;br /&gt;
Combining a solid per-shot damage with a 3-shot burst naturally makes for a dangerous weapon, which is exactly what the charge rifle is. Range is also fairly good for a multi-shot weapon, being identical to that of the [[LMG]]'s. Armor penetration is also surprisingly high, being comparable to the [[sniper rifle]]'s, despite the aforementioned weapon having a significantly higher per-shot damage.&lt;br /&gt;
&lt;br /&gt;
Overall single-target damage output is the second highest out of all player-usable weapons in the game, beaten only by the [[minigun]]. Close-up damage output is weaker though relative to cheaper ranged weapons such as the [[chain shotgun]], overall only being comparable to the [[heavy SMG]] - still decent in absolute terms though.&lt;br /&gt;
&lt;br /&gt;
Accuracy is also fairly poor, being almost identical to the chain shotgun's. This means that the charge rifle sees a big advantage against large enemies, or even against tightly-packed groups of enemies - though higher-quality LMGs will still fare slightly better in these situations. Additionally, stopping power is lackluster meaning that the charge rifle can't stagger [[human]]s, instead being limited to the likes of [[tortoise]]s and [[boomrat]]s. The warmup/cooldown cycle is also quite long for a multi-shot ranged weapon, only being slightly shorter than the [[bolt-action rifle]]'s.&lt;br /&gt;
&lt;br /&gt;
Finally, the charge rifle is very difficult to acquire until lategame since its production requirements are high and because raiders don't use charge rifles.&lt;br /&gt;
&lt;br /&gt;
Overall, the charge rifle is best suited as somewhat of an offensive weapon due to its overall damage output, being fairly consistent across all distances which the charge rifle can cover. The charge rifle's also a decent hunting weapon due to its solid per-shot damage combined with moderate range.&lt;br /&gt;
&lt;br /&gt;
Against an unarmored human, a charge rifle can kill with 3 hits to the torso, 2-3 hits to the head, 2 hits to the neck, or 1 hit to the brain; cripple limbs in 2 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 5 hits (~9.7 seconds average) to incapacitate that human from pain shock.&lt;br /&gt;
&lt;br /&gt;
Overall, the charge rifle is best paired with a careful shooter up to level 16, and with a trigger-happy shooter beyond that point. &lt;br /&gt;
&lt;br /&gt;
{{Weapon Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
According to the [[Lore#Key technologies|lore]], charged-shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion and greatly increasing the damage done.&lt;br /&gt;
&lt;br /&gt;
In the [[Lore#Key_technologies_2|now-obsolete Quick Primer]], charge weapons were also referred to as [https://en.wikipedia.org/wiki/Tokamak Tokamak] weapons and required high amounts of power to fire. This necessitated powering by hex-cells at small scales (like Charge Rifles), or fusion reactors in the case of large cannons. With the obsolescence of the that fiction primer, and the publication of a new primer that omits, but does not contradict, those details, the canonicity of this lore is now unclear.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Now has a unique sound.&lt;br /&gt;
* Approximately A9 - Renamed from '''R-4 Charge Rifle''' to '''Charge rifle'''.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced.&lt;br /&gt;
* Beta 18 - Received a nerf to damage.&lt;br /&gt;
* Beta 19 - Received a damage and range buff, and accuracy and fire rate nerf.  Its recipe was also changed, and raiders no longer use charge rifles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Equipment R4.png|Original R-4 Charge Rifle sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Charge_rifle&amp;diff=107603</id>
		<title>Charge rifle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Charge_rifle&amp;diff=107603"/>
		<updated>2022-08-10T02:05:27Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Analysis */ Opened this section with a one-sentence summary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|weapon|&lt;br /&gt;
| name = Charge rifle&lt;br /&gt;
| image = R4ChargeRifle.png|Charge rifle&lt;br /&gt;
| description = A charged-shot assault rifle. Pulse-charge technology charges each shot with unstable energy as it leaves the barrel. Released on impact, the charged energy greatly increases the damage done.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 15&lt;br /&gt;
| damage type = Bullet&lt;br /&gt;
| armorPenetration = 35&lt;br /&gt;
| range = 25.9&lt;br /&gt;
| accuracyTouch = 55&lt;br /&gt;
| accuracyShort = 64&lt;br /&gt;
| accuracyMedium = 55&lt;br /&gt;
| accuracyLong = 45&lt;br /&gt;
| accuracyAvg = 58.8&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 3&lt;br /&gt;
| burstTicks = 12	&lt;br /&gt;
| warmup = 60&lt;br /&gt;
| cooldown = 120&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Pulse charged munitions&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| marketvalue = 1010&lt;br /&gt;
| mass base = 4.6&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 45000&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = 4.5&lt;br /&gt;
| MeleeWeaponAverageAP = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| weaponTags = Gun, SpacerGun&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper&lt;br /&gt;
}}{{info|The '''charge rifle''' is an end game [[weapon]] with good armor penetration. It fires 3-shot bursts dealing slightly higher damage each; a moderate delay between shots; a moderate time between bursts; moderate range and slightly lower overall accuracy.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Charge rifles can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
Charge rifles can also be found in [[ancient shrine]]s, or [[Trade|purchased]] from [[outlander]] and orbital combat suppliers, or outlander [[faction base]]s. The [[Scenario_system#The Rich Explorer|Rich Explorer]] starting scenario begins with a single charge rifle.&lt;br /&gt;
&lt;br /&gt;
[[raider#Humanlike|Raiders]] never use charge rifles in RimWorld Core {{RimworldIcon}}, however if the [[Royalty DLC]] is active, they may be obtained from the following [[Empire]] {{RoyaltyIcon}} pawn kinds:&lt;br /&gt;
&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;
| [[Empire#Janissary|Janissary]] {{RoyaltyIcon}}  || ? || ? || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Cataphract|Cataphract]] {{RoyaltyIcon}} || ? || ? || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Stellic Defender|Stellic Defender]] {{RoyaltyIcon}} || ? || ? || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The short story is this: Imagine an [[assault rifle]] that sacrificed 10-15% of its range and accuracy for a 50% boost to damage and '''twice''' the armor penetration and you'll be in the right ballpark.&lt;br /&gt;
&lt;br /&gt;
Combining a solid per-shot damage with a 3-shot burst naturally makes for a dangerous weapon, which is exactly what the charge rifle is. Range is also fairly good for a multi-shot weapon, being identical to that of the [[LMG]]'s. Armor penetration is also surprisingly high, being comparable to the [[sniper rifle]]'s, despite the aforementioned weapon having a significantly higher per-shot damage.&lt;br /&gt;
&lt;br /&gt;
Overall single-target damage output is the second highest out of all player-usable weapons in the game, beaten only by the [[minigun]]. Close-up damage output is weaker though relative to cheaper ranged weapons such as the [[chain shotgun]], overall only being comparable to the [[heavy SMG]] - still decent in absolute terms though.&lt;br /&gt;
&lt;br /&gt;
Accuracy is also fairly poor, being almost identical to the chain shotgun's. This means that the charge rifle sees a big advantage against large enemies, or even against tightly-packed groups of enemies - though higher-quality LMGs will still fare slightly better in these situations. Additionally, stopping power is lackluster meaning that the charge rifle can't stagger [[human]]s, instead being limited to the likes of [[tortoise]]s and [[boomrat]]s. The warmup/cooldown cycle is also quite long for a multi-shot ranged weapon, only being slightly shorter than the [[bolt-action rifle]]'s.&lt;br /&gt;
&lt;br /&gt;
Finally, the charge rifle is very difficult to acquire until lategame since its production requirements are high and because raiders don't use charge rifles.&lt;br /&gt;
&lt;br /&gt;
Overall, the charge rifle is best suited as somewhat of an offensive weapon due to its overall damage output, being fairly consistent across all distances which the charge rifle can cover. The charge rifle's also a decent hunting weapon due to its solid per-shot damage combined with moderate range.&lt;br /&gt;
&lt;br /&gt;
Against an unarmored human, a charge rifle can kill with 3 hits to the torso, 2-3 hits to the head, 2 hits to the neck, or 1 hit to the brain; cripple limbs in 2 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 5 hits (~9.7 seconds average) to incapacitate that human from pain shock.&lt;br /&gt;
&lt;br /&gt;
Overall, the charge rifle is best paired with a careful shooter up to level 16, and with a trigger-happy shooter beyond that point. &lt;br /&gt;
&lt;br /&gt;
{{Weapon Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
According to the [[Lore#Key technologies|lore]], charged-shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion and greatly increasing the damage done.&lt;br /&gt;
&lt;br /&gt;
In the [[Lore#Key_technologies_2|now-obsolete Quick Primer]], charge weapons were also referred to as [https://en.wikipedia.org/wiki/Tokamak Tokamak] weapons and required high amounts of power to fire. This necessitated powering by hex-cells at small scales (like Charge Rifles), or fusion reactors in the case of large cannons. With the obsolescence of the that fiction primer, and the publication of a new primer that omits, but does not contradict, those details, the canonicity of this lore is now unclear.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Now has a unique sound.&lt;br /&gt;
* Approximately A9 - Renamed from '''R-4 Charge Rifle''' to '''Charge rifle'''.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced.&lt;br /&gt;
* Beta 18 - Received a nerf to damage.&lt;br /&gt;
* Beta 19 - Received a damage and range buff, and accuracy and fire rate nerf.  Its recipe was also changed, and raiders no longer use charge rifles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Equipment R4.png|Original R-4 Charge Rifle sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sensory_mechanites&amp;diff=107600</id>
		<title>Sensory mechanites</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sensory_mechanites&amp;diff=107600"/>
		<updated>2022-08-09T03:20:15Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Main|Sensory mechanites}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;'''Sensory mechanites''' is a [[disease]]. Unlike most diseases, this one causes both problems (pain &amp;amp; tiredness) AND benefits (improved sensory perception, talking and manipulation). The only way for Sensory mechanites to be fatal is for a patient with '''extremely''' low consciousness to fall below 0% from pain.&lt;br /&gt;
The only cure for this disease is time (1-2 quadrums). Treatment is beneficial and advised. Treatment will limit the progression of problems, without affecting the benefits or duration.&lt;br /&gt;
&lt;br /&gt;
Sensory mechanites incapacitate pawns with the [[Trait#Wimp|Wimp]] trait from the onset of the disease. While the buffs are slightly less because of the [[Consciousness]] reduction from the pain, the base +50% sight, hearing talking and manipulation buffs mean this disease can actually be advantageous if the pain and rest fall rate can be managed. &lt;br /&gt;
&lt;br /&gt;
'''Early Symptoms:'''&lt;br /&gt;
* Serious [[pain]] (+0.2 pain, indirectly causing -4% [[consciousness]])&lt;br /&gt;
* Improved [[sight]] (+50%)&lt;br /&gt;
* Improved [[hearing]] (+50%)&lt;br /&gt;
* Improved [[talking]] (+50%)&lt;br /&gt;
* Improved [[manipulation]] (+30%)&lt;br /&gt;
* Tiredness (rest fall factor) (x170%)&lt;br /&gt;
&lt;br /&gt;
'''Advanced Symptoms:'''&lt;br /&gt;
* Intense [[pain]] (+0.6 pain, indirectly causing -22% [[consciousness]])&lt;br /&gt;
* Tiredness (rest fall factor) (x200%)&lt;br /&gt;
* No other additional effects over early stage&lt;br /&gt;
&lt;br /&gt;
'''Progression:'''&lt;br /&gt;
*Severity increases by 0.25 per day when not tended&lt;br /&gt;
*Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality&lt;br /&gt;
&lt;br /&gt;
'''Pain:'''&lt;br /&gt;
* The early symptom of &amp;quot;Serious&amp;quot; pain is a bit confusing. In the health tab, the pain is described as &amp;quot;mild&amp;quot; but shows -4% consciousness. While in the needs tab, the pain is described as &amp;quot;Serious,&amp;quot; and has a mood debuff of -10. [[Pain]] is typically described as Minor, Serious, Intense, or Mind-shattering. Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of &amp;quot;mild&amp;quot; in the health tab.&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Treated with or without medicine, though medicine improves treatment quality, preventing progression from Early to Advanced symptoms.&lt;br /&gt;
* Treatment does not affect the time it takes for this disease to disappear.&lt;br /&gt;
* Treatment does not change the beneficial effects of this disease in any way.&lt;br /&gt;
* Treatment interval: {{ticks|120000}}&lt;br /&gt;
* Can disappear as early as {{ticks|900000}} (1 quadrum)&lt;br /&gt;
* Can last as long as {{ticks|1800000}} (2 quadrums)&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=106155</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=106155"/>
		<updated>2022-08-03T19:42:57Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: &lt;/p&gt;
&lt;hr /&gt;
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'''Quests''' are a class of [[event]] that provide conditions to be met or actions to be performed to gain a reward. Generally they are offered by [[Factions]] but can also be offered by individual pawns or even unaligned AI's. The rewards vary from the weapons and gear, resources, goodwill with the offering faction, [[Titles|honor]] {{RoyaltyIcon}}, or even new [[colonists]] or just the loot at the location of the quest. The quests can require actions at the player's colony, at specially generated sites on the world map, or at faction settlements.&lt;br /&gt;
&lt;br /&gt;
Most quests must be accepted, however some are automatically given to the player. Some quests have requirements to be accepted and some have a time limit for acceptance. Quests can also be rejected however they can still be accepted until their acceptance time limit expires in case of mistake or mind changing. Offered, Accepted and Past (including failed, rejected and completed quests) quests can be viewed in the quest tab.&lt;br /&gt;
&lt;br /&gt;
Quests are time sensitive, and this can be a little confusing, as there are two different timers to be aware of. When a quest is offered, you be will given a certain amount of time to accept the quest. Once the quest is accepted, the second timer begins. The second timer is the amount of time you are allotted to complete the quest. For example, you might be offered a quest that you must accept within 4 days or the quest will disappear. If at any time during those 4 days, you accept, then the second timer will begin, and will be the same regardless of when you accepted the quest. Thus, it might be useful to wait a couple of days before accepting the quest if you want maximum time. Usually the second timer is much longer than the first. So if you are offered a quest that looks like it will take many days to complete, don't worry if you must accept the quest within a shorter time.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards can be a variety of things. Sometimes the reward will be set, sometimes the player will be able to chose from one of three options. These quests often offer goodwill with the offering faction as one option, if one exists and if that option has not been disabled in the tab. If a player is not interested in improving goodwill from a given faction, it is important to disable this option so that more choices for rewards are offered and the chances of getting something needed is increased.&lt;br /&gt;
&lt;br /&gt;
Sometimes no reward is offered, instead resolving the quest is the reward. Examples of this include:&lt;br /&gt;
* Resolving Effectors, such as psychic droners or weather control at an world map location &lt;br /&gt;
* Maps where the &amp;quot;reward&amp;quot; is the loot available at the map&lt;br /&gt;
* Decrees by [[Titles|Nobles]] {{RoyaltyIcon}}, which prevents the Noble from getting upset.&lt;br /&gt;
* Retrieving Relic {{IdeologyIcon}} information via hacking terminals from subquests.&lt;br /&gt;
&lt;br /&gt;
If the reward is a pawn, sometimes the icon can be clicked on to see their stats. Sometimes this is not an option as a way of introducing extra risk to accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Factions with poor relations to the colony will exclusively offer Goodwill quests as a way to get back into their good graces. Similarly, Peace Talks quests will only occur when Hostile.&lt;br /&gt;
&lt;br /&gt;
Some items can only be obtained through quest rewards, such as [[Vanometric power cell]] and [[Infinite chemreactor]]s, others are rare outside of quests such as [[Archotech arm]]s, [[Archotech leg]]s, and [[Archotech eye]]s.&lt;br /&gt;
&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
&lt;br /&gt;
== Bandit camp ==&lt;br /&gt;
&lt;br /&gt;
{{main|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
A nearby base is troubled by pirates setting up camp near them, and asks you to take them out in return for improved relations and some payment.  Once the bandits are defeated, the base itself may also be claimed and looted/disassembled for loot, along with whatever its defenders were carrying.&lt;br /&gt;
&lt;br /&gt;
The pirates in these bases start unaware of your attack team, until your team attacks them or gets too close to them.  Once either occurs, they'll turn and assault your team as normal.  Like pirate assaults on colonies, the defenders will break and flee towards the map borders once a sufficient percentage of them are killed or downed.&lt;br /&gt;
&lt;br /&gt;
These bases can also have turrets, but these are typically powered by solar arrays, with or without batteries.  Both solar arrays and batteries can be taken out from a distance using long-range weapons like sniper rifles, disabling the turrets without risking return fire.  This also allows the turrets to be collected as loot.&lt;br /&gt;
&lt;br /&gt;
Occasionally, these bases will have manned mortars.  However, if the person manning the mortar is defeated or otherwise incapacitated (example, using a [[Psychic insanity lance]] or [[Psychic shock lance]] on them), no other bandits will attempt to man the mortar, effectively disabling it entirely.&lt;br /&gt;
&lt;br /&gt;
== Prisoner rescue ==&lt;br /&gt;
A prisoner is held by the enemy(though walks around). Once the enemies have been killed, click a colonist, right click the prisoner, and click &amp;quot;offer help&amp;quot;. The camp only lasts a short amount of time and if not rescued, the pawns will permanently disappear off the map, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
The setting is similar to the bandit camp quest, albeit a large enclosed square building with a prisoner visible inside.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:PRO 01.png |'''Analyse whether you like the prisoner'''&lt;br /&gt;
File:PRO 02.png |'''If you do, just getting in range will do. If you don't, just leave him/her there.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
Bring combatants with decent melee and/or shooting skills wielding decent weapon. While unnecessary for lower tier bandit camp, armor would be beneficial in tougher prison bandit camp. You may wish to bring extra gear to equip the prisoner with once they are released.&lt;br /&gt;
&lt;br /&gt;
The site tends to be guarded by at least one automatic [[Mini-turret]]. However, the defenses are usually powered by a [[Solar generator]]. Destroying the generator (or the [[power conduit]]s leading from it) will cripple the defenses. Alternatively, attack the site at night; there are no batteries to store energy, so they shut down in darkness.&lt;br /&gt;
&lt;br /&gt;
Once the site is cleared, you may wish to spend some time stripping the site of everything valuable before leaving. Besides fallen enemies and their items, the [[Sandbags]], [[Mini-turret]], [[Solar generator]], and the walls and floors can be deconstructed or uninstalled to salvage resources to take home.&lt;br /&gt;
&lt;br /&gt;
== Trade request ==&lt;br /&gt;
A nearby faction base requests a delivery of a number of specific items and will give payment after delivery is complete. You will need to gather up those items and deliver them before the time limit is up. The offered reward is always worth significantly more than the requested items.&lt;br /&gt;
&lt;br /&gt;
Each quest has a fixed time limit on generation that starts counting down on acceptance, so accepting the quest later is advantageous if you need the time to gather the requested goods.&lt;br /&gt;
&lt;br /&gt;
Anything of the listed quality or better will work. The amount of health remaining does not matter.&lt;br /&gt;
&lt;br /&gt;
For clothing, tainted apparel is not accepted.&lt;br /&gt;
&lt;br /&gt;
[[Patchleather]] will never be requested.&lt;br /&gt;
&lt;br /&gt;
== Item stash opportunity ==&lt;br /&gt;
Either your colony overhears about an item stash, or a faction leader notifies you about it, with potential unknown threat present. If untouched, it will be taken by random individual after the timer has reached its limit. The stash holds valuable items and [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
Sometimes you may be ambushed either by a pack of manhunting animal with scaria, a random hostile faction, or a mechanoid ambush.&lt;br /&gt;
&lt;br /&gt;
=== Strategies ===&lt;br /&gt;
Bring combatants with decent melee and/or shooting skills wielding decent weapon in case of item stashes actually containing threat. If needed to, bring pack animals  that can be sent to user-set allowed spot in case its an ambush.&lt;br /&gt;
&lt;br /&gt;
Or just '''leg it''', find you fastest moving pawn and equip him with a [[shield belt]]. Bring a dose of [[go juice]] if you have it, or [[yayo]] since it has a lower addiction chance. Caravan to the stash, take the drug, and you should be able to outrun most threats. If you found them surrounding the stash, you can always kite them by running around the map, and cut into the stash once you see the chance, and ran for your life towards the edge of the map. Use of [[jump pack]]s,{{RoyaltyIcon}} [[locust armor]],{{RoyaltyIcon}} or the [[Psycasts#Skip|Skip]] psycast {{RoyaltyIcon}} all significantly simplify and safen this process, but are obviously restricted to those with the [[Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
== Peace talks opportunity ==&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader plans a peace talk with your faction at the location. You need to send a negotiator to the location to begin negotiations to improve relations.&lt;br /&gt;
&lt;br /&gt;
You will obviously want to bring the best negotiator your faction has to offer as doing so improves chance of good outcome. You should have a few guards come along to fight off ambushes, especially if the peace talks turn out disastrous and you get ambushed.&lt;br /&gt;
&lt;br /&gt;
Bringing along prisoners to release has no effect on the outcome.&lt;br /&gt;
&lt;br /&gt;
The quest will have an expiry time after 12 and 28 days, in a whole number of days.{{Check Tag|Fact Check|Needs to be confirmed in-game - Per my interpretation of RimWorld\Data\Core\Defs\QuestScriptDefs\Script_PeaceTalks.xml}}&lt;br /&gt;
&lt;br /&gt;
=== Outcome chances ===&lt;br /&gt;
&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's [[Negotiation Ability]] stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.&lt;br /&gt;
&lt;br /&gt;
*At 0% power, the bad outcome factor is 4.&lt;br /&gt;
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.&lt;br /&gt;
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Flounder = 0.2&lt;br /&gt;
*Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
*Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
Finally, the probability of each outcome is calculated:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Probability of each outcome = New Weight &amp;amp;divide; Sum Total of Weights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
Take a level 15 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
#The [[Negotiation Ability]] is 125%, corresponding to a bad outcome factor of 0.7.&lt;br /&gt;
#The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143&lt;br /&gt;
#*Success = 0.55 * ( 1 / 0.7) = 0.786&lt;br /&gt;
#*Flounder = 0.2&lt;br /&gt;
#*Backfire = 0.1 * 0.7 = 0.07&lt;br /&gt;
#*Disaster = 0.05 * 0.7 = 0.035&lt;br /&gt;
#The sum total of new weights is calculated:&lt;br /&gt;
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234&lt;br /&gt;
#Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#*Triumph = 0.143 / 1.234 = 11.58%&lt;br /&gt;
#*Success = 0.786 / 1.234 = 63.69%&lt;br /&gt;
#*Flounder = 0.2 / 1.234 = 16.21%&lt;br /&gt;
#*Backfire = 0.07 / 1.234 = 5.67%&lt;br /&gt;
#*Disaster = 0.035 / 1.234 = 2.84%&lt;br /&gt;
&lt;br /&gt;
== Precious minerals found ==&lt;br /&gt;
&lt;br /&gt;
Spawned by using the [[Long-range mineral scanner]]. Similar to the item stash quest, except a lump of ore is spawned that requires mining. The ore lump will be as follows:&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 Long-range mineral scanner page --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Pod Launcher Steel !! Pod Launcher Components&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 170 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 170 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 170 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 170 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 470 || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 350 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For [[pack animal]]s: [[Elephant]]s have the highest carrying capacity at 140 (kg) and [[Alpaca]]s have the lowest at 35 (kg)&lt;br /&gt;
&lt;br /&gt;
Steel at 1200 (kg) you'd need 8.5714 Elephants OR 34.2857 Alpacas.&lt;br /&gt;
&lt;br /&gt;
This does not include carrying capacity from any colonists. As the number of colonists on a mining mission can be a small or very large number and this doesn't take into account any injuries that might minimize capacity. Nor does this include the possibility of [[pod launcher]]s and the ability to launch resources back to base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Retrieval team ===&lt;br /&gt;
&lt;br /&gt;
Your team must include miners who can extract the minerals from the lump of ore. Since not all threats are picked up by the scanner, it's best that your miners are capable of combat to eliminate threats whether or not any is detected.&lt;br /&gt;
&lt;br /&gt;
For non-small volume minerals, you will need pack animals to help carry them. [[Drill arm]]s {{RoyaltyIcon}} installed on your miners will significantly the mining time and thus the risk faced by both your miners and your undermanned home base.&lt;br /&gt;
&lt;br /&gt;
== '''Ship to the Stars''' ==&lt;br /&gt;
This quest is an optional '''endgame quest''' for Escaping the planet ending, with one reason: to get off this hellish planet. There is an inert ship at a location a long distance away from your starting colony in a map similar to your starting map size.  In the middle of that map is the ship with a powered-down core, which takes 15 days to activate and during that time will attract lots of danger, similar to building your own ship.&lt;br /&gt;
&lt;br /&gt;
The location of the ship tends to be as far as possible from the starting colony - thus, on a rimworld with [[World generation#Create world|100% globe coverage]], the ship will be almost on the other side of the planet, while it will be much closer on worlds with lower globe coverage.&lt;br /&gt;
&lt;br /&gt;
=== Setting off ===&lt;br /&gt;
You will need to prepare for your long distance journey to the ship. If you don't plan on expanding the ship you can only bring up to 18 colonists to leave the planet.&lt;br /&gt;
&lt;br /&gt;
To bring as much food as possible, make [[pemmican]], as it's light yet energy packed, perfect for long distance travel. If you need to travel for longer than 75 days, you will need to bring [[packaged survival meal]]s as well as these last indefinitely.&lt;br /&gt;
&lt;br /&gt;
Journey offers tend to spawn as far away as possible, meaning you will need to pack food for '''years'''. Colonists are unable to carry that much food on themselves to sustain them for that long, so you will either need to set up camp to forage/plant food, or bring pack animals with you.&lt;br /&gt;
&lt;br /&gt;
==== Trading for supplies ====&lt;br /&gt;
A viable alternative to bringing massive amounts of food is to bring more valuable items instead, then barter for supplies as you slowly proceed towards the ship. With light yet valuable items such as drugs, you can carry a lot more worth with you.&lt;br /&gt;
&lt;br /&gt;
Carrying lots of high-value items will attract pirates so be well-guarded.&lt;br /&gt;
&lt;br /&gt;
==== Base hopping ====&lt;br /&gt;
A more time-consuming method of reaching the journey destination is to bring less, but settle down regularly to restock on supplies.&lt;br /&gt;
&lt;br /&gt;
If you plan on growing food, it's best to settle days before the growing season to make the most out of it. Also do so before you completely run out of food, for you need time to set up and grow/ gather food.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that raids and other events will happen should you decide to settle down. Not that caravans are risk-free either.&lt;br /&gt;
&lt;br /&gt;
=== Settling down ===&lt;br /&gt;
Once you party reaches the ship you will need to power it up before it can function. You will need to survive 15 days before you can leave. &lt;br /&gt;
&lt;br /&gt;
==== Base building ====&lt;br /&gt;
While the ship starts up, your colonists will require a place to live. Given the near constant combat and the effect it can have on the [[mood]] of colonists, it can be beneficial to bring along or produce sculptures and recreation items to improve their stay. &lt;br /&gt;
&lt;br /&gt;
Before turning on the ship core, build a large stone wall surrounding the ship. In the walls, your pawns will require a place to sleep and eat as well as storage for items. Bedrooms and separate combined dining/recreation room provide the optimum mood, but a combined barracks/dining room/recreation room can allow high room quality mood buffs with a minimum of investment. A separate clean room for use as a hospital is also recommended. &lt;br /&gt;
&lt;br /&gt;
It is generally advisable to stockpile sufficient food so as to not have to grow or cook food during the startup sequence.  However, a [[cooler|freezer]] may be useful - such as to store [[fine meal|fine]] and [[lavish meal]]s for an easy mood buff. Alternatively [[packaged survival meal]]s or even [[pemmican]] can be used to do away with the need for refrigeration at all.&lt;br /&gt;
&lt;br /&gt;
==== Defenses ====&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
You need to defend the ship from enemies who will attempt to demolish the ship parts and perhaps steal the materials. Treat it as if you are defending a base, with something important inside.&lt;br /&gt;
&lt;br /&gt;
Since enemies won't come until you start up the ship core, you can take your time to set up.&lt;br /&gt;
&lt;br /&gt;
=== Ship expansion and construction ===&lt;br /&gt;
You can expand the ship by adding additional cryptosleep caskets for colonists to hibernate in. This is useful for saving some materials overall in building the ship, but you'll need to figure out how to get the necessary materials there- set up bases nearby, mine the resources in the map (which generates as a regular 'base' map so minerals do spawn), or do it the good old way with [[muffalo]].&lt;br /&gt;
&lt;br /&gt;
The ship also comes with 1 extra engine, which can be deconstructed for resources.&lt;br /&gt;
&lt;br /&gt;
=== Survival ===&lt;br /&gt;
Defend the ship as how you would defend your base. If you can, you can bring pre-built [[mini-turret]]s and even bring the materials to build [[autocannon]]s or [[uranium_slug_cannon|uranium slug cannons]].&lt;br /&gt;
&lt;br /&gt;
==== Cryptosleep survival ====&lt;br /&gt;
You can put unnecessary colonists to sleep inside the caskets to save resources. If you are more hardcore you can also have everyone hibernate there, as ship cryptosleep caskets allow you to eject colonists manually, and wake them up only to defend. This does mean that colonists will be afflicted with cryptosleep sickness, hampering their combat effectiveness when they need to rise to defend the ship.&lt;br /&gt;
&amp;lt;!-- Add suggestions for what colonists are &amp;quot;unnecessary&amp;quot;? What tasks/roles are typically not needed at this end-game stage???--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Threatened Joiner == &lt;br /&gt;
Threat is chasing a pawn. If accepted the pawn will join, and the threat will come soon after. If the pawn is left outside, and the threat can kidnap them, they'll leave with the pawn. &lt;br /&gt;
&lt;br /&gt;
== Downed  Refugee == &lt;br /&gt;
Pawn is downed on world map site. Once there, if you want to recruit them, click a colonist, right-click the pawn, and click offer help.&lt;br /&gt;
&lt;br /&gt;
They are not part of any faction, meaning taking them prisoner, letting them die, or killing them, will not affect any diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Ferried bandit camp == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '''''&amp;lt;ENEMY FACTION&amp;gt;''' have set up a camp and are harassing caravans of '''&amp;lt;QUEST GIVER FACTION&amp;gt;'''. '''&amp;lt;QUEST GIVER&amp;gt;''' is planning an aerial assault on the camp, which is guarded by '''&amp;lt;NUMBER&amp;gt; &amp;lt;ENEMY TYPE&amp;gt;'''. '''&amp;lt;QUEST GIVER PRONOUN&amp;gt;''' wants you to provide soldiers to carry out the attack. '''&amp;lt;QUEST GIVER PRONOUN&amp;gt;''' will send a shuttle to pick up your fighters, bring them to the attack site, and take them home afterward. They will be fed en-route. Once the attack begins, you must defeat all enemies and turrets within '''&amp;lt;DURATION&amp;gt;''''' - Quest description&lt;br /&gt;
&lt;br /&gt;
Identical to a normal bandit camp.  An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle.  You must provide a specific number of soldiers for the quest, and the [[shuttle]] will not launch without that exact number in it.  The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally.  The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  The same [[shuttle]] will ferry them back.  Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
&lt;br /&gt;
Also, unlike a normal bandit camp, 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;
&lt;br /&gt;
This quest does not allow you to grab anything back, only your colonist. If for example, you found an interesting hostile that is incapacitated, you can't bring him back. 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;
'''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;
== Problem Causer == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
A world map location is created with a [[condition causer]]. The condition causer will create one of a variety of nominally detrimental effects in a radius that always includes your map tile. It will continue to do so until destroyed. See [[condition causer]] for details on the effects.&lt;br /&gt;
&lt;br /&gt;
== Decrees ==&lt;br /&gt;
{{Royalty|no category}}&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;
== Noble Wimp == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
A [[noble]] will request help from a non-threatening [[scaria]] infected animal (e.g: [[squirrel]], [[tortoise]], [[guinea pig]], etc). The quest will always grant enough [[Titles|honor]] to give a pawn with no honor the [[title]] of yeoman. This quest is only offered one time near the start of the game. &lt;br /&gt;
&lt;br /&gt;
== &amp;lt;PAWN NAME&amp;gt;'s &amp;lt;NEW TITLE&amp;gt; Ceremony == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '''&amp;lt;EMPIRE NAME&amp;gt;''''' is ready to grant '''''&amp;lt;PAWN NAME&amp;gt;''''' the title of '''''&amp;lt;NEW TITLE&amp;gt;''''' and the power of a level '''''&amp;lt;NEW PSYLINK LEVEL&amp;gt;''''' psylink in a bestowing ceremony. The bestower will arrive by shuttle and perform the ceremony. The bestower will only give a title if any throneroom requirements are satisfied. You can betray the bestower to steal psylink neuroformers, but this will make '''''&amp;lt;EMPIRE NAME&amp;gt;''''' your enemy. If you miss or fail this ceremony, there will be another opportunity later. If the bestower or guards are harmed for any reason, there will be diplomatic consequences.'' - Quest description&lt;br /&gt;
&lt;br /&gt;
Spawns a [[Empire|Bestower]] and several guards to officially grant a pawn a [[Titles|title]] and give the earned levels of [[Psycasts|Psylink]]. For Acolyte and above, accepting the quest requires a Throne Room that meets the new title's requirements and there cannot be pawns enemies with the Empire on the map.  The bestower must also be able to reach the throne room, or for the Yeoman ceremony, generally the recreation room or similar.  If a Party Spot has been designated, that will be the location the bestower uses for Yeoman ceremonies. The map must also be a safe temperature.  If any of these prerequisites is not fulfilled before the bestowing ceremony completes, the bestower will be &amp;quot;angered by the interference&amp;quot; and will leave, failing the quest.  The quest will naturally reoccur again later, usually within a few seasons.&lt;br /&gt;
&lt;br /&gt;
Provided the pawn to be bestowed does not already have an equal or higher psylink level to their new title, the bestower will spawn with 2 [[Psylink neuroformer]]s, so killing or downing them can allow them an additional level of psylink to be gained, at the cost of making an enemy out of the powerful [[Empire]] faction.  It's also possible to instead simply arrest the bestower and guards, rather than attack them.  They can then be looted for the neuroformers, then packaged into drop pods and sent back to an imperial faction settlement as a &amp;quot;gift&amp;quot; with some additional items to effectively buy back the lost faction standing.  The bestower and guards can also be harvested for their bionic parts first, if they have any (the bestower can spawn with archotech parts).&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;PAWN NAME&amp;gt;'s Inheritance == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
If a pawn with a royal title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's spouse.&lt;br /&gt;
&lt;br /&gt;
However, if you wish to change the heir of the said pawn, you can make a request via [[Comms console]] with the pawns with said royal title to change to specific heir within the colony. Once done, you are required to construct a monument and hold it in place for a set amount of days before the change is permanent (at least until the heir dies or is kidnapped, in which it will change to another random heir). However, the heir will have damaged social relations with the pawn in question and the new heir if this is done.&lt;br /&gt;
&lt;br /&gt;
== Refugee Hospitality == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
The quest states that a certain amount of refugees have escaped some bad event (i.e. slave caravan, home being destroyed), and that the refugees wish to take shelter in your colony for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
They are willing to work for you, and there is no diplomatic consequences for what you do with them as they do not belong to any known major factions, instead inside their own minor factions. They will remain available to do all works for the duration of their stay.&lt;br /&gt;
&lt;br /&gt;
The pawns skills and traits can vary from a very solid colonist to the most crippled unskilled pyromaniac you could get. They do come with [[weapons]] and [[clothing]], usually in poor quality and condition. '''Nota bene:''' Remove any and all equipment you care about from them before the quest ends. Because once the timer ends, you lose control of them, and they will leave the map, holding whatever they had before leaving.&lt;br /&gt;
&lt;br /&gt;
If [[Ideoligion]] is enabled in the playthrough, all refugees that arrives have assorted beliefs in their own ideoligion, which may make keeping them happy or preventing mental breaks a lot harder as some of them may belong to an ideoligion that does not support your ideoligion as a master ideology of the colony, inflicting mood debuffs.&lt;br /&gt;
&lt;br /&gt;
Refugees can be ordered to wear laying clothing on your own decision (they won't wear any unforbidden clothing unless ordered to do so), but they cannot be taken out once worn which is useful if you have clothing you do not necessarily need or you have naked refugees that does not have &amp;quot;Nudist&amp;quot; trait/ideoligion. Similarly, any outfit they came with cannot be taken outright. This also means you cannot set their outfit.&lt;br /&gt;
&lt;br /&gt;
Refugee pawns may request to join the colony when they are constantly being kept happy in the colony (ie. giving them things that makes them happy, letting them have their own ideology without attempting to convert them which affects their mood, etc) You can choose to accept them, refuse them or &amp;quot;jump to them&amp;quot;  (can be used to close window, and keep notification). A trick is to wait about half a day (depending on how many pawns are refugees), and strip them of what you want while having them drafted and near the map edge. &lt;br /&gt;
&lt;br /&gt;
After staying for their duration, they will leave your colony and head out of the map. If all of the refugee colonist from this faction who hasn't joined your colony left without getting killed, after a few ingame days/months/years, you get an event notification about them dropping at least one drop pod with rewards, sometimes more, to thank you for giving them refuge for those days. &lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Sometimes complications will arise. This can include counter offers from other [[factions]] or the refugees secretly being infiltrators. &lt;br /&gt;
&lt;br /&gt;
====Counter Offer====&lt;br /&gt;
 '' '' - Event description when a random faction signals to kill them due to complications towards the refugees.&lt;br /&gt;
&lt;br /&gt;
Several days into their refuge, a random faction will send a signal, offering a reward for dispatching all the refugees living in your colony. This message will not appear in the quest tab. This part of the quest is optional and isn't required to do.&lt;br /&gt;
&lt;br /&gt;
Killing all of the refugee, or converting all of them to join your side via join offer (counts as a kill) before the quest ends and at least one left the map, will net the reward. If any of the refugees leaves the map at the end of the quest, this offer is nullified.&lt;br /&gt;
&lt;br /&gt;
====Betrayal====&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;'''''/The refugees who asked to stay with you is/are turning against you! It seems he/she/they had this treachery planned all along.'' - Event description when they turned out to be traitors.&lt;br /&gt;
The refugees may have staged this treachery and planned to betray your colony by suddenly turning hostile and attack anyone nearby after reaching half of their overall stay. If they were not equipping strong armor and weapon, they will likely be more a nuisance than a threat.&lt;br /&gt;
&lt;br /&gt;
Any refugees that have joined the colony via join offer will '''not''' betray you however. But their offer becomes invalid once they decided to betray whilst still with the refugees faction.&lt;br /&gt;
&lt;br /&gt;
== Host Royals ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
You are asked to host a certain number of imperial royals for a certain number of days.  These imperials may have titles which cause them to want meditation spots or a certain quality of room.  They generally are not willing to do labor while hosted.  The quest requires that the imperials be kept above a certain mood threshold for their stay, and obviously protected from being killed.  Giving them good quarters, feeding them high-quality meals, and otherwise confining them to their rooms and beautiful surroundings such as a rec room and dining room with high impressiveness will keep their mood high, and also keep them safe from injury.&lt;br /&gt;
&lt;br /&gt;
A variant of the quest requires you to host a number of imperials all infected with [[blood rot]].  This disease is difficult and expensive to cure, so the imperials will need regular medical care to slow/reverse the progress of the disease so they do not die before the end of the quest.  They typically must be hosted for more than a season (~20-25 days).  Untreated, Blood Rot is fatal in 2.5 days, but with good treatment a pawn can be kept alive and at the minimum disease severity indefinitely (the disease normally resolves in 30-40 days, but this is longer than the quest typically is set for).  Since the disease causes pain and &amp;quot;sick&amp;quot; thoughts at higher severity levels, which reduce the mood of the imperials, they should be treated by high-skill doctors with relatively good medicine, ideally in a hospital with good treatment offset, to optimize their mood.&lt;br /&gt;
&lt;br /&gt;
== Monument ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
{{Image wanted|note=UI example images}}&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
An entity (a noble, a faction leader, or an AI Persona) contacts you, requesting you build a monument. {{h:title|verification needed|The monument will scale in size to your wealth}}, with requests in the early game only requiring a few walls and floors, and late-game ones taking up large portions of the map. The requested building consists of a predefined combination of walls, floors, columns, and pieces of [[furniture]].&lt;br /&gt;
&lt;br /&gt;
Once the quest is accepted, the quest giver will send you a monument blueprint via [[transport pod]]. Click on that item and install it to create the initial outline.&lt;br /&gt;
&lt;br /&gt;
In order to actually build the monument, you must decide which resources will be used. After the outline has been installed, more options will appear. On the right of the infobox, in the &amp;quot;actions&amp;quot; boxes, there are options to place blueprints for each part of the monument. For each part, once you select which resources will be used, the actual blueprints will be placed and your colonists will begin working on that part of the structure. &lt;br /&gt;
&lt;br /&gt;
Quest rewards arrive by transport pod as soon as the last part of the monument is constructed. &lt;br /&gt;
&lt;br /&gt;
Sometimes, the quest giver will also require you to protect the monument for a certain number of days. In that case, if any part of the structure is deconstructed or destroyed, the quest giver will activate an &amp;quot;enforcement protocol&amp;quot; to apply some penalty. That may involve threats such as [[infestation]]s or [[mech cluster]]s, or may impose [[environment|environmental]] threats such as forced weather. Failing to protect the monument will technically fail the quest, but you will get to keep the rewards already received.&lt;br /&gt;
&lt;br /&gt;
== '''Royal Ascent''' ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
This quest is an '''endgame quest''' for Royal Passage ending. To be able to activate this quest, you need a colonist who has the rank of a Count/Countess for the empire in question, and a spare bedroom fit for a Count/Countess. (quality for the High Stellarch)&lt;br /&gt;
&lt;br /&gt;
You are asked to host a visit for the High Stellarch for the Empire for 12 days. Much like the &amp;quot;Host Royals&amp;quot; quest, he or she will want meditation spots or a Count/Countess-quality room and food. He or she generally will not do any labor during its 12 day visit, and will also require him or her be kept above 25% mood threshold for his/her stay. Protecting him/her from death is a must. He or she will always arrive with 4 red and gold colored cataphract with random title with all of which can be controlled, but will not do any work{{Check Tag|Fact Check}} either other than used for defense.&lt;br /&gt;
&lt;br /&gt;
Much like the &amp;quot;Ship to the Stars&amp;quot; or activating the ship reactor, the raid will be very frequent during his or her stay, and you have to protect the high stellarch. There are hints and tips on [[Advanced_Endgame_Guide#Ending_the_game|dealing with this quest]] if required.&lt;br /&gt;
&lt;br /&gt;
After 12 days, a shuttle will land down near the base. The high stellarch is required to board into the shuttle, and you can send any and all pawns inside (including your animals). The surviving cataphract can be left behind, as they will make their own way out once the shuttle leaves.&lt;br /&gt;
&lt;br /&gt;
== Pawn Lending == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
Upon accepting the quest, a shuttle will land near the base and waits for you to send a specific number of pawns into the shuttle. Once the quota are met, the shuttle will depart, and the pawns lent will not be around for the duration of the requested need. After the day have elapsed, the shuttle will return, dropping them back to the colony.&lt;br /&gt;
&lt;br /&gt;
Be wary that if you are doing the archo nexus ending with [[Ideology DLC]], these pawns cannot be selected to send to a new map until they return.&lt;br /&gt;
&lt;br /&gt;
== Shuttle Crash Rescue == &lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
 '' A shuttle of '''''&amp;lt;EMPIRE NAME&amp;gt;''''' has taken damage and is seeking a place to land. Its commander '''''&amp;lt;COMMANDER NAME&amp;gt;''''' wants to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. '''''&amp;lt;FACTION TYPE&amp;gt;''''' from '''''&amp;lt;FACTION NAME&amp;gt;''''' will attack the crashed shuttle site in an attempt to kill its occupants. You must defend them. The shuttle contains '''''&amp;lt;COMMANDER NAME&amp;gt;''''', '''''&amp;lt;AMOUNT&amp;gt;''''' other civilian(s), and '''''&amp;lt;AMOUNT&amp;gt;''''' '''''&amp;lt;DEFENDER TYPE&amp;gt;'''''. The commander and civilian(s) must be rescued, but the '''''&amp;lt;DEFENDER TYPE&amp;gt;''''' may be sacrificed. After 8 hours, a rescue shuttle will come to pick up the survivors. You'll need to get them all on board within 12 hours.'' - Quest Description&lt;br /&gt;
&lt;br /&gt;
[[File:Crashed shuttle.png|128px|frame|The crashed shuttle that is both the object and partial reward for the quest.]]&lt;br /&gt;
&lt;br /&gt;
A shortly after accepting the quest, a [[shuttle]] will crashland somewhere on the map, usually not far from the player's base. It is possible for it land directly on buildings or crops, destroying them and damaging things nearby. Imperials will stay near it, waiting for a rescue shuttle. When &amp;quot;time until rescue shuttle arrives&amp;quot; reaches 2 or 3 hours{{Check Tag|Fact Check|Time}}, a raid will appear on the edge of the map closest to the crash site{{Check Tag|Fact Check}} and immediately proceed to attack landed civilians. Troopers that land with civilians will depend on the game stage - ranging from a few light troopers in flak armor to heavily-armored cataphracts with pulse weapons, and are usually able to repel early-game raids without much help from the player, though mid- to late-game raids can obliterate the whole imperial party easily. Therefore it is recommended for the player to start constructing simple defenses and equipping fighters just after the shuttle lands. If the crash happens inside the player's base area, it is possible to use superior defenses like [[Mini-turret|turrets]] or killboxes. [[Mortar|Mortars]] are ineffective and will usually be able to make just a single shot before the raiders get too close to friendlies (unless playing on a large map size), and it is usually better to have additional people on the spot.&lt;br /&gt;
&lt;br /&gt;
Raiders won't pay much attention to your colonists and will instead rush to kill imperial civilians, so it is advised to guard them with melee fighters and/or trained combat animals. Imperials can be surrounded by walls or [[Spike trap|spike traps]] and covered by smoke to give some protection against melee/ranged raiders. The quest is failed if one of the civilians dies, with a faction relations penalty for each death and a heavier one for the commander's death. Since civilians don't carry any armor or weapons, they can quickly die from stray shots or an enemy brawler getting too close.&lt;br /&gt;
&lt;br /&gt;
When the raiders start to flee, a rescue shuttle will land nearby and pick up the surviving imperials. Cargo pods containing the chosen reward (if any) will land near your base. The damaged shuttle can be deconstructed for 30 [[steel]], 52 - 53 [[plasteel]] and 7 - 8 [[component|components]]. Loot from the raiders is also yours to take.&lt;br /&gt;
&lt;br /&gt;
== Relic Retrieving ==&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
 '' You've learned that a relic of '''''&amp;lt;IDEOLIGION NAME&amp;gt;''''' is nearby.''&lt;br /&gt;
&lt;br /&gt;
This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests before you can retrieve the [[relic]] of your colony's [[ideoligion]] from a seemingly hostile area.&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;'''''. ''&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 every 8 hours 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;
=== 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. There is also a variant of the quest whereby a [[shuttle]] will take specific number of colonist and immediately taking off once the number of colonist are inside, usually landing at the edge of the map with the complex.&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. To conclude the quest, hack all the terminal within the map. If your colonist arrived by shuttle, you can send the colonist back, but only when there are no threat within the map.&lt;br /&gt;
&lt;br /&gt;
The base usually contains an explosive unstable barrel that explodes upon entering, and there are several other things to note by inside the base:&lt;br /&gt;
* Room filled with mostly derelict structure with nothing to gain from smashing it.&lt;br /&gt;
* Room filled with any kind of [[insects]] that will attack anyone on sight. They may be initially dormant.&lt;br /&gt;
* Room filled with [[mechanoids]]. They may be initially dormant.&lt;br /&gt;
* Room filled with derelict ancient casket. These will always contain hostile [[ancients]]. They may immediately open up upon entry.&lt;br /&gt;
* Room similar to the first type, except it will trigger an [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]] (contains any item, including [[techprint]]s), [[Security crate]] (contains equipment), [[Ancient enemy terminal]] (calls enemy faction) and [[Ancient loot beacon]] (calls a drop beacon of loot from random places, with the chance of triggering a raid at the same time) from any of the room, which can be interacted by the pawns.&lt;br /&gt;
&lt;br /&gt;
== Outlanders Visit ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
 '' Outlanders have arrived to venerate the '''''&amp;lt;RELIC NAME&amp;gt;'''''. If you ensure they are safe and respected while they visit the ancient relic, they may offer you a reward. - Quest Description ''&lt;br /&gt;
&lt;br /&gt;
If you have at least one [[relic]] in your possession and have already placed it in a [[reliquary]], this quest may appear and immediately become active, with the notification that the [[outlanders]] have arrived. Some of the outlander with the role of &amp;quot;Well-equipped traveler&amp;quot; will arrive at the edge and slowly walk over to the reliquary hosting the relic. The pawns in question are always equipped with Excellent-[[quality]] weapons and apparel, and will always be members of the [[ideoligion]] associated with the relic, even if their temporary faction doesn't say so otherwise.&lt;br /&gt;
&lt;br /&gt;
Once everyone has arrived, they will view the relic for a while, then leave once by slowly walking to a map edge.&lt;br /&gt;
&lt;br /&gt;
Much like the Refugee's Hospitality, after several days/months/years, they will send a transport pod with the reward to thank you for keeping them safe while they examine the relics.&lt;br /&gt;
&lt;br /&gt;
== The Archonexus ==&lt;br /&gt;
{{Ideology|No category}}&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;
 '' 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;
 '' 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;
This quest is an '''endgame quest''' for the Archonexus ending. Unlike some of the other endgame quest which shows up after a few ingame months, this quest may take years before they show up for the first part. There are four parts to this quest compared to the other quest, mostly which requires you to part most of your gained wealth (requires at least $350,000 worth) to restart at a new location in the same world with at most 5 existing pawns and 5 creatures, along with 1 relic and 7 items. Anything else not taken belongs to the faction that takes them, including all the research that was gained. Any caravans will be lost. This restart allows you to reconfigure your [[Ideoligion|ideoligion]]. The process is repeated for the second part as well. Note that [[Empire]] will never ask to acquire your colony if they are present in the world map.&lt;br /&gt;
&lt;br /&gt;
When they leave for the new colony, colonists will only keep items in inventory that are equipped apparel (all layers, excluding belts).  Any other items in inventory, such as an equipped weapon or belt, do not stay with the colonist.  Weapons or belts can be selected as single items for the 7 that you can take.  Other allowed items are stacks of different sizes, varying with type (for example, 20 herbal medicine, 10 medicine, or 5 glitterworld medicine) but not necessarily with value (both 80 steel and 80 plasteel count as a single &amp;quot;item&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Restarting at a new location uses your game's starting [[Scenario_system|scenario]], so in addition to the items brought from the previous colony, the colonists also receive the items the scenario provides (wood, steel, meals, weapons, and so on).  Research resets to the default level.  If a scenario starts you with research beyond the default already completed, that does not carry over into this new start.&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;
To be able to advance through the quest, the following must be done.&lt;br /&gt;
* Wealth overall must be $350,000&lt;br /&gt;
* Must be in an ally status with the faction in question&lt;br /&gt;
* For second and third part, must have finished studying the [[Major Archotech Structure]] in the new colony map.&lt;br /&gt;
&lt;br /&gt;
On the third part, the faction will not immediately kick you out of the colony after you accepted them, rather, wait until you have finished this quest thoroughly before taking over the colony. To finish this quest, visit the dormant Archonexus map that is marked after getting the third map fragment, kill off any and every mechanoid present and then interact with a pawn at the Archonexus.&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;
* [[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/1.2.2719|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.&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;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Muscle_parasites&amp;diff=106109</id>
		<title>Muscle parasites</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Muscle_parasites&amp;diff=106109"/>
		<updated>2022-08-03T03:51:10Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: punctuation-ism&lt;/p&gt;
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&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Main|Muscle parasites}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;'''Muscle parasites''' are a parasitic [[disease]] hampering the muscles. The disease does not kill the patient.&lt;br /&gt;
&lt;br /&gt;
'''Important note:''' This disease will be cured when the treatments performed on it reach a cumulative quality of 300%, thus it is important to maximize the [[Medical Tend Quality]] of the Doctor performing the tending and the quality of the medicine used.&lt;br /&gt;
&lt;br /&gt;
'''General Symptoms:'''&lt;br /&gt;
* [[Pain]] (+20%)&lt;br /&gt;
* Impaired [[manipulation]] (-30%)&lt;br /&gt;
* Impaired [[move speed|movement speed]] (-30%)&lt;br /&gt;
* Tiredness (x200%)&lt;br /&gt;
&lt;br /&gt;
'''Advanced Symptoms:'''&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|120000}}&lt;br /&gt;
* Total treatment quality required to cure: 300%&lt;br /&gt;
**For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%, or 1 at 130% plus 2 at 85%.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
In real life, humans can become infected by eating infected pork, or wild carnivores such as fox, cat, or bear.&lt;br /&gt;
&lt;br /&gt;
Unlike in-game, muscle parasites can kill in real life.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
Prior to Beta 19, muscle parasites always required 5 treatments regardless of quality.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Muscle_parasites&amp;diff=106108</id>
		<title>Muscle parasites</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Muscle_parasites&amp;diff=106108"/>
		<updated>2022-08-03T03:48:32Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: High quality meds help. Not capped at 100&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Main|Muscle parasites}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;'''Muscle parasites''' are a parasitic [[disease]] hampering the muscles. The disease does not kill the patient.&lt;br /&gt;
&lt;br /&gt;
'''Important note:''' This disease will be cured when the treatments performed on it reach a cumulative quality of 300%, thus it is important to maximize the [[Medical Tend Quality]] of the Doctor performing the tending and the quality of the medicine used.&lt;br /&gt;
&lt;br /&gt;
'''General Symptoms:'''&lt;br /&gt;
* [[Pain]] (+20%)&lt;br /&gt;
* Impaired [[manipulation]] (-30%)&lt;br /&gt;
* Impaired [[move speed|movement speed]] (-30%)&lt;br /&gt;
* Tiredness (x200%)&lt;br /&gt;
&lt;br /&gt;
'''Advanced Symptoms:'''&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|120000}}&lt;br /&gt;
* Total treatment quality required to cure: 300%&lt;br /&gt;
**For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60% or 1 at 130% plus 2 at 85%.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
In real life, humans can become infected by eating infected pork, or wild carnivores such as fox, cat, or bear.&lt;br /&gt;
&lt;br /&gt;
Unlike in-game, muscle parasites can kill in real life.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
Prior to Beta 19, muscle parasites always required 5 treatments regardless of quality.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grave&amp;diff=105949</id>
		<title>Grave</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grave&amp;diff=105949"/>
		<updated>2022-07-31T23:35:43Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: fellow colonists will visit the grave even if it is far away&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Grave&lt;br /&gt;
|image = GraveFull.png|Grave&lt;br /&gt;
|description = A decent final resting place. Colonists will visit full graves to gain meditative joy.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|passability = standable&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|terrain affordance = diggable&lt;br /&gt;
|work to make = 800&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
A '''grave''' provides a place to bury [[corpse]]s. Graves can be [[Menus#Construct|constructed]] without need of materials. The default storage setting only allows human corpses, but can be set to accept animals, strangers or mechanoids. A body can be removed ([[Menus#Haul|hauled]]) from a grave with the 'Open' command. Deconstructing will also release the buried. Fellow colonists will occasionally visit the grave, even if it is placed far from the base, which can be inefficient.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
* Unburied human corpses trigger 'observed corpse' negative thought for passersbys.&lt;br /&gt;
* Unburied colonist bodies trigger the 'colonist left unburied' negative thought. &lt;br /&gt;
* Unburied corpses have -150 beauty, resulting in an ugly environment.&lt;br /&gt;
* Unburied corpses create the corpse bile [[filth]], which provides a massive -50 [[beauty]] indoors and -15 outdoors.&lt;br /&gt;
* Colonists visiting graves of fellow members gain a [[recreation]] boost of the Solitary variety.&lt;br /&gt;
&lt;br /&gt;
Graves cannot be stood on, though they can be walked through. This allows tactical usage by positioning graves to prevent enemies from standing on some locations.&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
&lt;br /&gt;
* [[Molotov cocktail]]s can be thrown on corpses for fire to burn them up. &lt;br /&gt;
* [[Electric crematorium]] can be used to burn corpses while requiring electricity.&lt;br /&gt;
* [[Sarcophagus|Sarcophagi]] are nicer but require materials to make.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Until [[Version/0.4.460|Alpha 4]], there used to be another version called [[gibbet cage]] which caused &amp;quot;Fear&amp;quot; mood debuff to characters passing nearby. The [[Ideology DLC]] re-added the gibbet cage as a separate object.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - ‘Open’ designator added. Can now be visited as a joy activity.&lt;br /&gt;
*Beta 19/1.0 = Burying corpses takes 2x longer. Digging graves takes 20% longer. Now show the person's date of death&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain range of grave from 4~20 to 6~26.&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grave&amp;diff=105948</id>
		<title>Grave</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grave&amp;diff=105948"/>
		<updated>2022-07-31T23:32:14Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Effects */  visiting grave boots solitary recreation specifically&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Grave&lt;br /&gt;
|image = GraveFull.png|Grave&lt;br /&gt;
|description = A decent final resting place. Colonists will visit full graves to gain meditative joy.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|passability = standable&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|terrain affordance = diggable&lt;br /&gt;
|work to make = 800&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
A '''grave''' provides a place to bury [[corpse]]s. Graves can be [[Menus#Construct|constructed]] without need of materials. The default storage setting only allows human corpses, but can be set to accept animals, strangers or mechanoids. A body can be removed ([[Menus#Haul|hauled]]) from a grave with the 'Open' command. Deconstructing will also release the buried.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
* Unburied human corpses trigger 'observed corpse' negative thought for passersbys.&lt;br /&gt;
* Unburied colonist bodies trigger the 'colonist left unburied' negative thought. &lt;br /&gt;
* Unburied corpses have -150 beauty, resulting in an ugly environment.&lt;br /&gt;
* Unburied corpses create the corpse bile [[filth]], which provides a massive -50 [[beauty]] indoors and -15 outdoors.&lt;br /&gt;
* Colonists visiting graves of fellow members gain a [[recreation]] boost of the Solitary variety.&lt;br /&gt;
&lt;br /&gt;
Graves cannot be stood on, though they can be walked through. This allows tactical usage by positioning graves to prevent enemies from standing on some locations.&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
&lt;br /&gt;
* [[Molotov cocktail]]s can be thrown on corpses for fire to burn them up. &lt;br /&gt;
* [[Electric crematorium]] can be used to burn corpses while requiring electricity.&lt;br /&gt;
* [[Sarcophagus|Sarcophagi]] are nicer but require materials to make.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Until [[Version/0.4.460|Alpha 4]], there used to be another version called [[gibbet cage]] which caused &amp;quot;Fear&amp;quot; mood debuff to characters passing nearby. The [[Ideology DLC]] re-added the gibbet cage as a separate object.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - ‘Open’ designator added. Can now be visited as a joy activity.&lt;br /&gt;
*Beta 19/1.0 = Burying corpses takes 2x longer. Digging graves takes 20% longer. Now show the person's date of death&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain range of grave from 4~20 to 6~26.&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=105947</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=105947"/>
		<updated>2022-07-31T17:49:38Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Mechanics */ changed several &amp;quot;Ideologion&amp;quot; to &amp;quot;Ideoligion&amp;quot;. I'm guessing this is a good change, but I don't have this DLC.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
When starting a game, after choosing the world tile, the player can choose their starting ideoligion. There are four options: You could choose to &amp;quot;Play Classic&amp;quot;, choose one of the prebuilt ideoligions, or choose to form your own - if you choose to create your own, you have the choice between creating a fluid or static ideoligion. You additionally have the ability to customise the ideoligions of the factions, within some restrictions on the memes depending on their type of faction.&lt;br /&gt;
&lt;br /&gt;
Once the game begins, you can view your ideoligions and those of other factions by clicking on the lightbulb icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
===Forming an ideologion===&lt;br /&gt;
Forming an ideoligion begins with selecting a structure. Structures typically determine the default style and randomized content of your ideoligion, and may unlock certain rituals, but have no effect on what memes can be chosen. You can choose up to 4 memes, which establish the practical foundation of your ideoligion. The impact of memes varies across three tiers, with some not affecting gameplay much and others altering it drastically. Certain memes may unlock or require certain styles, rituals, and other features in the same vein as structures do. The primary effect of memes comes from precepts, however, as many memes similarly unlock or require specific precepts, which perform most of the gameplay alteration available within the expansion. Precepts can affect gameplay in a number of ways to varying degrees, as they change your colonists' expectations in accordance with the beliefs they represent. For example, an ideoligion with the Guilty and Animal Personhood memes requires that the precepts for charity and animal slaughter are set to some form of requirement and disapproval, respectively; meaning your colonists will gain a mood debuff if beggars are turned away or a colony animal is slaughtered.&lt;br /&gt;
&lt;br /&gt;
Beyond memes and precepts, there are also styles, roles, rituals, buildings, weapon and clothing preferences, venerated animals, and rules for types of hair and tattoo. Styles determine, in conjunction with structures, the overall &amp;quot;theme&amp;quot; of your ideoligion both in description and aesthetics; for example, a Christian-structured ideoligion will feature &amp;quot;God&amp;quot; as its sole deity and its artistic members will only produce Christian-themed sculptures. Roles serve a more practical purpose, and most require a specific meme to be unlocked; but every ideoligion will have a role for its leader and moral guide. Colonists assigned a specific role may be granted certain bonuses and powers, though often at the cost of being more difficult to keep happy and being unable to perform certain types of work. Rituals are specific social events of varying forms and themes which, depending on their quality, may provide a mood buff or debuff to the colonists participating in them. Successful, high-quality rituals may also grant an additional reward such as faction goodwill or the addition of a new pawn to your colony. Buildings may be required by certain rituals, such as the symbol burning ritual; there must to be a symbol to burn, of course. Otherwise, however, buildings are primarily an aesthetic choice and the only required buildings are one place of worship and a seat for it, such as an ideogram and kneel sheet.&lt;br /&gt;
&lt;br /&gt;
=== Fluid ideoligions ===&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
Fluid ideoligions are ideoligions that allow for reformation once a sufficent number of development points are obtained. This process allows for the development of the ideoligion over time and in response to in-game circumstances or progress. Fluid ideoligions must start with only a single meme, though more may be added via reformation. They are otherwise formed in the same way as static ideoligions. &lt;br /&gt;
&lt;br /&gt;
Every time you complete a ritual or convert a prisoner, you gain development points. The number of development points gained by ritual can vary with the quality of said ritual; a terrible ritual awards no points, a decent ritual awards 1 point, and an exceptional ritual awards 2 points. &lt;br /&gt;
&lt;br /&gt;
With enough development points, you can reform the ideoligion to alter memes or precepts, change styles, change structure, and more. A single meme may be added ''or'' removed with each reformation, and the total number of memes remains capped at a maximum of 4. Other changes are unlimited. &lt;br /&gt;
&lt;br /&gt;
The current point total is displayed just below &amp;quot;styles&amp;quot; in the ideoligion tab. The first reformation costs 10 development points. You can reform your ideoligion many times, although each time your points are reset to 0{{Check Tag|Fact Check|Even if you exceed the number of points required? Or is it more correct to say that it costs you the listed price in points?}} and the cost goes up by 2 points - thus, the goal moves from 10, to 12, to 14, and so on, to a maximum of 20. Activities that provide points will list them in their information.&lt;br /&gt;
&lt;br /&gt;
===Play Classic===&lt;br /&gt;
If you choose to &amp;quot;Play Classic&amp;quot;, your colonists with be given an ideoligion with no memes, the Ideological structure, Astropolitan culture, and precepts reminiscent of base game Rimworld.&lt;br /&gt;
&lt;br /&gt;
The ideoligion will have the following precepts:&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&lt;br /&gt;
It will have a leader and a moral guide, a funeral ritual and a random altar or ideogram, as well as 2-3 random relics.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
{{Stub|section=1|reason=Exact mechanics and interweaving with [[Mental_break#Crisis_of_belief]]}}&lt;br /&gt;
{{See also|Conversion Power|Global Certainty Loss Factor}}&lt;br /&gt;
Colonists and other pawns of different ideoligions can be converted to whatever ideoligions the player has access to. Imprisoned pawns can be converted by reducing certainty in the prisoner menu, as one might reduce resistance. Other pawns will typically have to be converted using a moral guide for the relevant ideoligion, either through the use of a conversion ritual, the Convert ability, or - most likely - both. Since moral guides cannot be selected without a minimum number of colonists of that ideoligion present, this route may be difficult for players attempting to cultivate a multi-ideoligion colony.&lt;br /&gt;
&lt;br /&gt;
Conversion attempts can also happen passively as part of normal [[social]] interaction, as governed by the converter's [[Ideoligion Spread Chance]].&lt;br /&gt;
&lt;br /&gt;
Once a pawn's certainty is reduced to 0 by a conversion attempt, the pawn will be converted to the ideoligion of the converter. &lt;br /&gt;
&lt;br /&gt;
Certainty loss from conversion attempts of all types is scaled by the converter's [[Conversion Power]] and the [[Global Certainty Loss Factor]] of the convertee. Additionally, a pawn will lose less or more certainty if they have a trait that agrees or conflicts with the memes of the converter's ideoligion. For example a Transhumanist ideoligion will have greater difficulty converting a [[Traits#Body purist|Body Purist]], but less difficulty converting a [[Traits#Body modder|Body Modder]].&lt;br /&gt;
&lt;br /&gt;
Lost certainty is regained at a rate of ??{{Check Tag|Value Needed}} per day, and scales with the [[Mood]] of the pawn with happier pawns gaining&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Certainty loss = 6% * Conversion Power of the Converter * If Converter is Moral Guide (x2) *  Global Certainty Loss Factor of Convertee * Relic Conversion Power Factor * Trait/Meme Agreeableness * AI Storyteller's Low pop conversion boost multiplier''' &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relic Conversion Power Factor&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=200|height=200|yAxisMin=|xAxisMax=10| yAxisTitle=Conversion Power Factor|xAxisTitle=Relics in Reliquaries (#)|type=line|x=0, 1, 3, 5, 10 |y1=1.00, 1.10, 1.20, 1.25, 1.30}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
| [[File:Abstract theist.png|64px]] || Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
| [[File:Animist.png|64px]] || Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist ||  || &lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
| [[File:Archist.png|64px]] || Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
| [[File:Buddhist origin.png|64px]] || Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle ||  Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
| [[File:Christian origin.png|64px]] || Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
| [[File:Embodied theist.png|64px]] || Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. ||  ||  || &lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
| [[File:Hindu origin.png|64px]] || Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
| [[File:Ideological.png|64px]] || Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. ||  || Symbol burning || &lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
| [[File:Islamic origin.png|64px]] || Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic ||  || Headwrap: Relaxed&amp;lt;br&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
|[[File:Astropolitan.png|32px]] || Astropolitan || New Arrivals  || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
| || Rustican || Outlander Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
|[[File:GentleTribe.png|32px]] || Corunan || New Tribe&amp;lt;br&amp;gt;Tribal Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
|[[File:Pirate.png|32px]] || Kriminul || Pirate Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
|[[File:Empire map marker.png|32px]] || Sophian {{RoyaltyIcon}} || [[Empire]] Faction&amp;lt;br&amp;gt;Ancient Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound&lt;br /&gt;
|-&lt;br /&gt;
| Hindu &lt;br /&gt;
| - &lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]] &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Christian &lt;br /&gt;
| - &lt;br /&gt;
| -  &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]] &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Islamic &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]] &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Buddhist &lt;br /&gt;
| - &lt;br /&gt;
| - &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]] &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Morbid &lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], Medium altar, Large altar, Grand altar, Stool, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Totemic &lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]] &lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]] &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], Medium altar, Large altar, Grand altar, Stool, Dining chair, Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spikecore &lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]] &lt;br /&gt;
| Table (1x2, 2x2, 2x4, 3x3), Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Column &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Rustic &lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]] &lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]] &lt;br /&gt;
| Column, Standing lamp (regular, red, green, blue, darklamp), Torch lamp, Table (1x2, 2x2, 2x4, 3x3) &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Animalist &lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]] &lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]] &lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]] &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Techist &lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Column, Plant pot, Standing lamp (regular, red, green, blue, darklamp), Shelf, [[Autodoor#Styles|Autodoor]], Table (1x2, 2x2, 2x4, 3x3) &lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
| [[File:Animal personhood.png|64px]] || '''Animal personhood''' || Animals have rights as humans do. ||data-sort-value=3|High || Rancher || '''Animal connection:''' Strong&amp;lt;br&amp;gt;'''Slaughtering animals:''' Prohibited, Horrible, or Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
| [[File:Blindsight.png|64px]] || '''[[Blindsight]]''' || Only those who are blind can perceive true reality. ||data-sort-value=3|High || Darkness || '''Blind psysense:''' Strong &amp;lt;br&amp;gt;'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible&amp;lt;br&amp;gt;'''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || Blindfold || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
| [[File:Cannibal.png|64px]] || '''Cannibal''' || We must consume human flesh. ||data-sort-value=3|High || - || '''Organ use:''' Acceptable &amp;lt;br&amp;gt;'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) &amp;lt;br&amp;gt;'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
| [[File:Collectivist.png|64px]] || '''Collectivist''' || Each person is part of a greater whole. People should work to play their part and help the group. ||data-sort-value=1|Low || Individualist || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
| [[File:Darkness.png|64px]] || '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||data-sort-value=3|High || Blindsight || '''Lighting:''' Darklight preferred&amp;lt;br&amp;gt;'''Combat in darkness:''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
| [[File:Female supremacy.png|64px]] || '''Female supremacy''' || Women are the superior gender and should rule. ||data-sort-value=2|Medium || Male supremacy || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
| [[File:Flesh purity.png|64px]] || '''Flesh purity''' || The human body should not be debased. ||data-sort-value=2|Medium || High life&amp;lt;br&amp;gt;Transhumanist || '''Drug use:''' Prohibited&amp;lt;br&amp;gt;'''Biosculpting:''' Despised&amp;lt;br&amp;gt;'''Body modification:''' Abhorrent&amp;lt;br&amp;gt;'''Scarification:''' Horrible || - || '''Body modification:''' Approved&amp;lt;br&amp;gt;'''Physical love:''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || Body purist&amp;lt;br&amp;gt;Nudist || Body modder || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
| [[File:Guilty.png|64px]] || '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. ||data-sort-value=1|Low || Supremacist&amp;lt;br&amp;gt;Loyalist || '''Pain:''' Idealized &amp;lt;br&amp;gt; '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty&amp;lt;br&amp;gt;'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
| [[File:High life.png|64px]] || '''High life''' || Exotic states of mind are central to a good life. ||data-sort-value=2|Medium || Flesh purity || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || Autobong&amp;lt;br&amp;gt;Mindbend carpet || - || - || Chemical interest&amp;lt;br&amp;gt;Chemical fascination || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
| [[File:Human primacy.png|64px]] || '''Human primacy''' || Humans are the moral center of the universe. ||data-sort-value=2|Medium || Nature primacy || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br&amp;gt;'''Mining:''' Prohibited, Horrible, and Disapproved&amp;lt;br&amp;gt;'''Cutting trees:''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
| [[File:Individualist.png|64px]] || '''Individualist''' || Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||data-sort-value=1|Low || Collectivist&amp;lt;br&amp;gt;Supremacist || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
| [[File:Loyalist.png|64px]] || '''Loyalist''' || We stand for our own before others. ||data-sort-value=1|Low || Supremacist&amp;lt;br&amp;gt;Guilty || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
| [[File:Male supremacy.png|64px]] || '''Male supremacy''' || Men are the superior gender and should rule. ||data-sort-value=2|Medium || Female supremacy || - || Burka: Relaxed&amp;lt;br&amp;gt;Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
| [[File:Nature primacy.png|64px]] || '''Nature primacy''' || Man is a stain on nature's perfection. ||data-sort-value=2|Medium || Human primacy || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
| [[File:Nudism.png|64px]] || '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. ||data-sort-value=3|High || - || '''Male clothing:''' Fully nude or Pants at most &amp;lt;br&amp;gt;'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
| [[File:Pain is virtue.png|64px]] || '''Pain is virtue''' || Virtue is shown through suffering of self and others. ||data-sort-value=3|High || - || '''Pain:''' Idealized&amp;lt;br&amp;gt;'''Comfort:''' Ignored&amp;lt;br&amp;gt;'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile&amp;lt;br&amp;gt;'''Execution:''' Always abhorrent and Always horrible&amp;lt;br&amp;gt;'''Scarification:''' Horrible&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed&amp;lt;br&amp;gt;Slab double bed || Torture crown || - || Ascetic&amp;lt;br&amp;gt;Tortured artist&amp;lt;br&amp;gt;Masochist || Wimp&amp;lt;br&amp;gt;Gourmand || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
| [[File:Proselytizer.png|64px]] || '''Proselytizer''' || It is our duty to spread our beliefs. ||data-sort-value=2|Medium || - || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
| [[File:Raider.png|64px]] || '''Raider''' || The strong should take from the weak. ||data-sort-value=2|Medium || - || '''Raiding:''' Respected or Required &amp;lt;br&amp;gt;'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved&amp;lt;br&amp;gt;'''Slavery:''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
| [[File:Rancher.png|64px]] || '''Rancher''' || Raising animals is the right way; raising plants to eat is not. ||data-sort-value=3|High || Animal personhood || '''Ranching:''' Central &amp;lt;br&amp;gt;'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
| [[File:Supremacist.png|64px]] || '''Supremacist''' || Our people should dominate all others. ||data-sort-value=1|Low || Individualist&amp;lt;br&amp;gt;Loyalist&amp;lt;br&amp;gt;Guilty || '''Slavery:''' Acceptable or Honorable &amp;lt;br&amp;gt; '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile&amp;lt;br&amp;gt;'''Skullspike:''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
| [[File:Transhumanist.png|64px]] || '''Transhumanist''' || Human progress means merging with technology. ||data-sort-value=2|Medium || Flesh purity || '''Sleep accelerator:''' Preferred&amp;lt;br&amp;gt;'''Neural supercharge:''' Preferred&amp;lt;br&amp;gt;'''Biosculpting:''' Accelerated&amp;lt;br&amp;gt;'''Age reversal:''' Demanded&amp;lt;br&amp;gt;'''Eating nutrient paste:''' Don't mind&amp;lt;br&amp;gt;'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || Hex carpet&amp;lt;br&amp;gt;Hex tile&amp;lt;br&amp;gt;Neural supercharger&amp;lt;br&amp;gt;Sleep accelerator || - || - || Body modder || Body purist || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| [[File:Tree connection.png|64px]] || '''Tree connection''' || Trees are the essence of life, and we must be near them. ||data-sort-value=3|High || - || '''Trees:''' Desired || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || Tree sowing || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
| [[File:Tunneler.png|64px]] || '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. ||data-sort-value=3|High || - || '''Fungus:''' Preferred&amp;lt;br&amp;gt;'''Insect meat:''' Loved&amp;lt;br&amp;gt;'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Raider || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| High life || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Appears on faction's options but conflicts with required meme&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**Individualist OR Collectivist must be chosen&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
&lt;br /&gt;
Additionally, Supremacist and Raider have -50 with everyone, Loyalist -10 with everyone, and Guilty +10 with everyone. There is a +10 bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give +10 for Flesh purity/Flesh purity, +10 for Cannibal/Cannibal, and +10 for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| +10 || -10 || || || -10 || || || || -10 || -10 || || || || || -10&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| -10 || +10 || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || +10 || -20 || || || -20 || +10 || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || -20 || +10 || || -30 || || +10 || || || || || || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| -10 || || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || -30 || || +10 || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || -20 || || || || +10 || -30 || || || +10 || -30 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || +10 || +10 || || || -30 || +10 || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| -10 || || || || || || || || +10 || -30 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| -10 || || || || || || || || -30 || +10 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || +10 || -10 || || || +10 || -10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || -30 || || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || +10 || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || +10 ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| -10 || || || +10 || || || || || || || || || +10 || || +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
===Present in every ideoligion===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;| [[File:Blindness.png|64px]] || rowspan=&amp;quot;4&amp;quot;| Blindness&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +20 Opinion bonus towards blind pawns, or a -8 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:Cannibalism.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Cannibalism&lt;br /&gt;
|Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || -20 mood for eating human meat&amp;lt;br&amp;gt;-12 mood for butchering a human&amp;lt;br&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br&amp;gt;-20 opinion for butchering a human&amp;lt;br&amp;gt;-10 opinion for eating human meat&amp;lt;br&amp;gt;-2, -4, -6, -8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Horrible || Eating human flesh is a horrible thing to do. || || || -12 mood for eating human meat&amp;lt;br&amp;gt;-6 mood for butchering a human&amp;lt;br&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br&amp;gt;-10 opinion for butchering a human&amp;lt;br&amp;gt;-5 opinion for eating human meat&amp;lt;br&amp;gt;-2, -3, -5, -6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || -5 mood for eating human meat&amp;lt;br&amp;gt;-3 mood for butchering a human&amp;lt;br&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br&amp;gt;-5 opinion for butchering a human&amp;lt;br&amp;gt;-3 opinion for eating human meat&amp;lt;br&amp;gt;-1, -2, -3, -4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||&lt;br /&gt;
|-&lt;br /&gt;
|Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || +2 mood for eating human meat&amp;lt;br&amp;gt;-2 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+1, +2, +3, +4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || -2 mood for eating food without human meat&amp;lt;br&amp;gt;-3 opinion for eating food without human meat&amp;lt;br&amp;gt;+4 mood for eating human meat&amp;lt;br&amp;gt;-4 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+2, +3, +5, +6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
|Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || -4 mood for eating food without human meat&amp;lt;br&amp;gt;-5 opinion for eating food without human meat&amp;lt;br&amp;gt;+6 mood for eating human meat&amp;lt;br&amp;gt;-8 mood for not eating human meat for ? days&amp;lt;br&amp;gt;+2, +4, +6, +8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept corpses.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Corpses&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || -4 mood for seeing a human corpse&amp;lt;br&amp;gt;-6 mood for seeing a rotten human corpse&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || No saw corpse debuff. No saw rotting corpse debuff&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:IdeoDiversity.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Diversity of thought&lt;br /&gt;
|Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br&amp;gt;-25 opinion for different ideology&amp;lt;br&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+5 mood for matching style surroundings&amp;lt;br&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br&amp;gt;-15 opinion for different ideology&amp;lt;br&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+4 mood for matching style surroundings&amp;lt;br&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br&amp;gt;-5 opinion for different ideology&amp;lt;br&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br&amp;gt;+3 mood for matching style surroundings&amp;lt;br&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
|Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br&amp;gt;+2 mood for matching style surroundings&amp;lt;br&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
|Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br&amp;gt;0 mood for matching style surroundings&amp;lt;br&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|-  id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:EatingNutrientPaste.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Eating Nutrient Paste&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || -4 mood for eating nutrient paste&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || Nullifies mood penalty from eating nutrient paste. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 | [[File:Execution.png|64px]] || rowspan=6 | Execution&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br&amp;gt;-3/-4/-6/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br&amp;gt;-3/-4/-6/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br&amp;gt;-25 opinion for executing a prisoner&amp;lt;br&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|pain is virtue]]&amp;lt;br&amp;gt;Not [[#Cannibal|cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br&amp;gt;-15 opinion for executing a prisoner&amp;lt;br&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|cannibal]] || || -15 mood for 6 days for killing or executing an innocent prisoner&amp;lt;br&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br&amp;gt;-30 opinion for executing an innocent prisoner&amp;lt;br&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Collectivist|Collectivist]] || +10 mood for 6 days for executing a guilty prisoner&amp;lt;br&amp;gt;+3 mood for 6 days for a guilty prisoner executed&amp;lt;br&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain is virtue]] || +10 mood for 6 days for executing a prisoner&amp;lt;br&amp;gt;+10 mood for killing a prisoner&amp;lt;br&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br&amp;gt;-3 mood for no executions for ? days&amp;lt;br&amp;gt;+15 opinion for executing a prisoner&amp;lt;br&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Fungus.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Fungus&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate fungus raw: -6&amp;lt;br&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate fungus: +3&amp;lt;br&amp;gt;Ate cooked fungus: +3&amp;lt;br&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:InsectMeat.png|64px]] || rowspan=&amp;quot;2&amp;quot; | Insect Meat&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat&amp;lt;br&amp;gt;-3 mood for eating cooked insect meat&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | [[File:MarriageName.png|64px]] || rowspan=&amp;quot;6&amp;quot; | Marriage Name &lt;br /&gt;
|Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
|Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
|Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
|Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
|Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
|Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[File:Nudity_Female.png|64px]] || rowspan=7 | Female Clothing&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br&amp;gt;-4 mood for not covering groin&amp;lt;br&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] || &lt;br /&gt;
|-&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | [[File:Nudity_Male.png|64px]] || rowspan=7 | Male Clothing&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br&amp;gt;-4 mood for not covering groin&amp;lt;br&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] || &lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | [[File:OrganUse.png|64px]] || rowspan=4 | Organ use&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br&amp;gt;-30 mood for trading an organ&amp;lt;br&amp;gt;-5 mood for organ traded in the colony&amp;lt;br&amp;gt;-30 mood for installing an organ&amp;lt;br&amp;gt;-4 mood for organ installed in the colony&amp;lt;br&amp;gt;-30 opinion for harvesting an organ&amp;lt;br&amp;gt;-30 opinion for trading an organ&amp;lt;br&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br&amp;gt;-8 mood for selling an organ&amp;lt;br&amp;gt;-2 mood for organ sold in the colony&amp;lt;br&amp;gt;-20 opinion for harvesting an organ&amp;lt;br&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br&amp;gt;Raider&amp;lt;br&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br&amp;gt;Raider&amp;lt;br&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | [[File:PhysicalLove.png|64px]] || rowspan=&amp;quot;7&amp;quot; | Physical Love&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot;| [[File:Research.png|64px]]|| rowspan=&amp;quot;7&amp;quot;| Research&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || 0.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || 0.50x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || 0.75x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || 1.00x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || 1.25x [[Research Speed]]&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || 1.50x [[Research Speed]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|[[File:Scarification.png|64px]] || rowspan=&amp;quot;4&amp;quot;|Scarification&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br&amp;gt;+3 mood for having 5 scars&amp;lt;br&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br&amp;gt;+10 opinion for having 5 scars&amp;lt;br&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br&amp;gt;+2 mood for having 3 scars&amp;lt;br&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br&amp;gt;+5 opinion for having 3 scars&amp;lt;br&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br&amp;gt;+1 mood for having a scar&amp;lt;br&amp;gt;-1 mood for having no scars&amp;lt;br&amp;gt;+3 opinion for having a scar&amp;lt;br&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Precept skullspike.png|64px]] ||  rowspan=&amp;quot;2&amp;quot; | Skullspike&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Raider|Raider]] || Adds a mood increase of +1 for 1-3 skullspikes, +2 for 4-8 skullspikes, and +3 for 9+ skullspikes. &lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of -1 for 1-3 skullspikes, -2 for 4-8 skullspikes, and -3 for 9+ skullspikes.  &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
| rowspan=5 | [[File:Slavery.png|64px]] || rowspan=5 | Slavery&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br&amp;gt;[[#Individualist|Individualist]] || -3 mood per slave in the colony&amp;lt;br&amp;gt;Pawns will not sell pawns into slavery&amp;lt;br&amp;gt;Pawns will not enslave prisoners&amp;lt;br&amp;gt;-10 mood for 6 days for a pawn sold into slavery&amp;lt;br&amp;gt;-20 opinion for selling a pawn into slavery&amp;lt;br&amp;gt;-20 opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br&amp;gt;[[#Individualist|Individualist]] || -2 mood per slave in the colony&amp;lt;br&amp;gt;-10 mood for 6 days for selling a pawn into slavery&amp;lt;br&amp;gt;-10 mood for 6 days for enslaving a prisoner&amp;lt;br&amp;gt;-3 mood for 6 days for a pawn sold into slavery&amp;lt;br&amp;gt;-3 mood for 6 days for a prisoner enslaved&amp;lt;br&amp;gt;-10 opinion for selling a pawn into slavery&amp;lt;br&amp;gt;-10 opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br&amp;gt;[[#Individualist|Individualist]] || -1 mood per slave in the colony&amp;lt;br&amp;gt;-5 mood for 6 days for selling a pawn into slavery&amp;lt;br&amp;gt;-5 mood for 6 days for enslaving a prisoner&amp;lt;br&amp;gt;-2 mood for 6 days for a pawn sold into slavery&amp;lt;br&amp;gt;-2 mood for 6 days for a prisoner enslaved&amp;lt;br&amp;gt;-5 opinion for selling a pawn into slavery&amp;lt;br&amp;gt;-5 opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|guilty]]&amp;lt;br&amp;gt;Not [[#Individualist|individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain is virtue]] || +1 mood per slave in the colony&amp;lt;br&amp;gt;-2 mood for no slaves in the colony&amp;lt;br&amp;gt;+4 mood for 6 days for selling a pawn into slavery&amp;lt;br&amp;gt;+4 mood for 6 days for enslaving a prisoner (unless they were enslaved before)&amp;lt;br&amp;gt;+2 mood for 6 days for a pawn sold into slavery&amp;lt;br&amp;gt;+2 mood for 6 days for a prisoner enslaved&amp;lt;br&amp;gt;+10 opinion for selling a pawn into slavery&amp;lt;br&amp;gt;+10 opinion for enslaving a pawn&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | [[File:SpouseCountFemale.png|64px]] || rowspan=5 | Women's spouses&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | [[File:SpouseCountMale.png|64px]] || rowspan=5 | Men's spouses&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal slaughter&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AnimalSlaughter.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:'''&amp;lt;br&amp;gt;Slaughter animal&amp;lt;br&amp;gt;'''Mood:'''&amp;lt;br&amp;gt;Someone slaughtered an animal: -4&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -10&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -15&amp;lt;br&amp;gt;Someone slaughtered an animal: -2&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br&amp;gt;Slaughtered animal: -5&amp;lt;br&amp;gt;Someone slaughtered an animal: -1&amp;lt;br&amp;gt;'''Opinions:'''&amp;lt;br&amp;gt;Slaughtered animal: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:Apostasy.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Apostasy&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -30&amp;lt;br&amp;gt;Apostate: -10&amp;lt;br&amp;gt;[[Global certainty loss factor]]: x40%&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -15&amp;lt;br&amp;gt;Apostate: -5&amp;lt;br&amp;gt;[[Global certainty loss factor]]: x60%&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br&amp;gt;Changed ideoligion: -8&amp;lt;br&amp;gt;Apostate: -3&amp;lt;br&amp;gt;[[Global certainty loss factor]]: x80%&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:AutonomousWeapons.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br&amp;gt;Colonists gain Mood: Automated Turret in Colony: -12&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -8&lt;br /&gt;
|- &lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -4&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| [[File:BodyModifications.png|64px]] || rowspan=&amp;quot;3&amp;quot;| Body modification&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || +1/+1/+2/+2/+3 mood for 1/2/3/4/5+ artificial parts (bonus disabled for Body Modder)&amp;lt;br&amp;gt;-3 mood for zero artificial parts if expectations ≥ Moderate (penalty disabled for Body Purist)&amp;lt;br&amp;gt;-3 opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
| rowspan=3|[[File:Charity.png|64px]] || rowspan=3|Charity&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -8 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;-12 mood for attacking beggars or pilgrims&amp;lt;br&amp;gt;+4 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -4 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;-8 mood for attacking beggars or pilgrims&amp;lt;br&amp;gt;+2 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -2 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;-6 mood for attacking beggars or pilgrims&amp;lt;br&amp;gt;+1 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
| rowspan=4|[[File:DrugUse.png|64px]] || rowspan=4|Drug use &lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|high life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br&amp;gt;[[#Collectivist|Collectivist]] || -15 mood for 3 days for using a drug&amp;lt;br&amp;gt;-15 mood for 3 days for administering a drug&amp;lt;br&amp;gt;-3 opinion for 5 days for using a drug&amp;lt;br&amp;gt;-3 opinion for 5 days for administering a drug&amp;lt;br&amp;gt;Pawns are unwilling to take drugs&amp;lt;br&amp;gt;Pawns are unwilling to administer drugs&lt;br /&gt;
|- &lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || -15 mood for 3 days for using a recreational drug&amp;lt;br&amp;gt;-15 mood for 3 days for administering a recreational drug&amp;lt;br&amp;gt;-5 opinion for 5 days for using a recreational drug&amp;lt;br&amp;gt;-5 opinion for 5 days for administering a recreational drug&amp;lt;br&amp;gt;Pawns are unwilling to take recreational drugs&amp;lt;br&amp;gt;Pawns are unwilling to administer recreational drugs&lt;br /&gt;
|- &lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || -15 mood for 3 days for using a hard drug&amp;lt;br&amp;gt;-15 mood for 3 days for administering a hard drug&amp;lt;br&amp;gt;-8 opinion for 5 days for using a hard drug&amp;lt;br&amp;gt;-8 opinion for 5 days for administering a hard drug&amp;lt;br&amp;gt;Pawns are unwilling to take hard drugs&amp;lt;br&amp;gt;Pawns are unwilling to administer hard drugs&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]] || x1.5 drug plant harvest yeild&amp;lt;br&amp;gt;x1.5 drug synthesis speed&amp;lt;br&amp;gt;+10% drug sell price&amp;lt;br&amp;gt;+3 mood for having taken a drug within 0.75 days&amp;lt;br&amp;gt; Linearly increasing mood penalty for not having taken drugs recently, starting at -1 after 2 days, up to -10 mood after 11 days.&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
| [[File:DarknessCombat.png|64px]] || Combat in darkness || Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || Shooting accuracy +25% in the dark, -20% in the light&amp;lt;br&amp;gt;Melee hit chance +10% in the dark, -10% in the light&amp;lt;br&amp;gt;Melee dodge chance +10% in the dark, -10% in the light&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
| rowspan=3 | [[File:Precept tree cutting.png|64px]] || rowspan=3 | Cutting trees &lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br&amp;gt;Pawns will not cut trees&amp;lt;br&amp;gt;-4 mood for 3 days for a tree cut&amp;lt;br&amp;gt;-4 mood for 3 days for an uprooted tree dying&amp;lt;br&amp;gt;-10 opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br&amp;gt;-10 mood for 3 days for cutting a tree&amp;lt;br&amp;gt;-2 mood for 3 days for a tree cut&amp;lt;br&amp;gt;-2 mood for 3 days for an uprooted tree dying&amp;lt;br&amp;gt;-5 opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br&amp;gt;-5 mood for 3 days for cutting a tree&amp;lt;br&amp;gt;-1 mood for 3 days for a tree cut&amp;lt;br&amp;gt;-1 mood for 3 days for an uprooted tree dying&amp;lt;br&amp;gt;-3 opinion for cutting a tree&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |  || rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br&amp;gt;Pawns will not attack innocent animals&amp;lt;br&amp;gt;-4 mood for 6 days if innocent animal is killed&amp;lt;br&amp;gt;-15 opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br&amp;gt;-15 mood for killing an innocent animal&amp;lt;br&amp;gt;-2 mood for 6 days if innocent animal is killed&amp;lt;br&amp;gt;-10 opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br&amp;gt;-5 mood for killing an innocent animal&amp;lt;br&amp;gt;-1 mood for 6 days if innocent animal is killed&amp;lt;br&amp;gt;-5 opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|-id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
| [[File:Lighting.png|64px]] || Lighting || Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || +4 mood in the darkness&amp;lt;br&amp;gt;-4 mood in dim light&amp;lt;br&amp;gt;-8 mood in bright light. &amp;lt;br&amp;gt;Disables low-[[light]] [[move speed]] penalties &amp;lt;br&amp;gt; Disables low-[[light]] [[global work speed]] penalties &lt;br /&gt;
&lt;br /&gt;
|-id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
| rowspan=6 | [[File:MeatEating.png|64px]] || rowspan=6 | Meat eating&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br&amp;gt;-24 mood for 1 day for eating meat&amp;lt;br&amp;gt;-15 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br&amp;gt;-12 mood for 1 day for eating meat&amp;lt;br&amp;gt;-10 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br&amp;gt;-4 mood for 1 day for eating meat&amp;lt;br&amp;gt;-5 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br&amp;gt;-4 mood for 1 day for eating food without meat&amp;lt;br&amp;gt;-5 opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br&amp;gt;-10 mood for 1 day for eating food without meat&amp;lt;br&amp;gt;-10 opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br&amp;gt;-16 mood for 1 day for eating food without meat&amp;lt;br&amp;gt;-15 opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|-id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
| rowspan=3 | [[File:Mining.png|64px]] || rowspan=3 | Mining&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br&amp;gt;Pawns will not mine&amp;lt;br&amp;gt;-40 mood for 2 days for destroying a natural wall&amp;lt;br&amp;gt;-4 mood for 2 days for a block mined a colony&amp;lt;br&amp;gt;-15 opinion for mining a block&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br&amp;gt;-20 mood for 2 days for mining a block&amp;lt;br&amp;gt;-20 mood for 2 days for destroying a natural wall&amp;lt;br&amp;gt;-2 mood for 2 days for a natural wall destroyed a colony&amp;lt;br&amp;gt;-10 opinion for destroying a natural wall&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br&amp;gt;-3 mood for 2 days for mining a block&amp;lt;br&amp;gt;-3 mood for 2 days for destroying a natural wall&amp;lt;br&amp;gt;-1 mood for 2 days for a natural wall destroyed a colony&amp;lt;br&amp;gt;-5 opinion for destroying a natural wall&lt;br /&gt;
&lt;br /&gt;
|-id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
| rowspan=2 | [[File:Raiding.png|64px]]|| rowspan=2 | Raiding&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || Global work speed -8%&amp;lt;br&amp;gt;+3 mood for 5 days for participating in a raid&amp;lt;br&amp;gt;+6 mood for a raid less than ? days ago&amp;lt;br&amp;gt;-6 mood for a raid more than ? days ago&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || Global work speed -16%&amp;lt;br&amp;gt;+6 mood for 5 days for participating in a raid&amp;lt;br&amp;gt;+12 mood for a raid less than ? days ago&amp;lt;br&amp;gt;-12 mood for a raid more than ? days ago&lt;br /&gt;
&lt;br /&gt;
|-id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
| [[File:Trees.png|64px]]|| Trees || Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree Connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meme-specific===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
| [[File:AgeReversal.png|64px]]|| Age reversal || Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || -4/-7/-10 mood if pawn over biological age of 25 didn't have age reversal in the last year and expectations are at least high&amp;lt;br&amp;gt;+3 mood for 4 days after age reversal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
| [[File:Precept animal connection.png|64px]] || Animal connection&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x Animal Bonding Chance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| [[File:Precept biosculpting.png|64px]]  || rowspan=&amp;quot;2&amp;quot;| Biosculpting&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|-&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || [[#Flesh purity|Flesh purity]] || -8 mood for 12 days for using biosculpter pod&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BlindPsysense.png|64px]] ||  Blind psysense || Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || Boosts Psychic Sensitivity by 30% for blind pawns. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
| [[File:Bonding.png|64px]]|| Bonding || Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Appears to disable bonding event for pawns with ideology.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
| [[File:Comfort.png|64px]] || Comfort || Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables comfort need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
| [[File:Precept Eclipse.png|64px]] || Eclipse || Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br&amp;gt;''unless'' [[#Blindsight|blindsight]] || +5 mood for seeing an eclipse&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GauranlenConnection.png|64px]] || Gauranlen connection || Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree Connection|Tree connection]] || +25% pruning speed&amp;lt;br&amp;gt;+3 mood for Gauranlen tree connection&amp;lt;br&amp;gt;0/-1/-2/-4/-6 mood at very low/low/moderate/high/sky high expectations without Gauranlen tree connection&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MiningYield.png|64px]]|| Mining yield || High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || Tunneler || +10% mining yield&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:NeuralSupercharger.png|64px]] || Neural supercharger || Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || -6 mood if expectations are at least moderate and haven't had [[Neural supercharger|neural supercharge]] in 2? days&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pain.png|64px]]|| Pain || Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br&amp;gt;[[#Guilty|Guilty]] || +3/5/7/9 mood for minor/serious/intense/mind-shattering pain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | [[File:Proselytizing.png|64px]] || rowspan=3 | Proselytizing&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || x3 conversion attempt frequency&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || x5 conversion attempt frequency&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || x7 conversion attempt frequency&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ranching.png|64px]]|| Ranching || Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || Sets plant work speed to 90%, Tame Chance to 120%, Animal Gathering Yield to 120%, Butchery Efficiency to 120%, and Animal Learning Factor to 200%. Gives a 10% improvement to selling prices for animal products. Grants a -3 to +3 moodlet based upon animal population (more animals are  better), a -4 moodlet for sowing “human food plants,” and a -3 moodlet if the colony fails to slaughter animals regularly. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RoughLiving.png|64px]]|| Rough living &lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies: &lt;br /&gt;
* &amp;quot;Ate without table -3&amp;quot;&lt;br /&gt;
* &amp;quot;Slept outside -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept on ground -4&amp;quot; &lt;br /&gt;
* &amp;quot;Soaking wet -3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
| [[File:Preept Slab Bed.png|64px]] || Slab bed || Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
| [[File:Precept sleep accelerator.png|64px]] || Sleep accelerator || Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Small spaces&amp;quot;&lt;br /&gt;
| [[File:SmallSpaces.png|64px]] || Small spaces || Don't care || There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] || Disables negative thoughts about small spaces. Positive thoughts about spacious areas are unaffected.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
| [[File:Precept temperature.png|64px]] || Temperature || Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br&amp;gt;[[#Pain is virtue|Pain is virtue]] || Nullifies: &lt;br /&gt;
* &amp;quot;Slept in the cold -4&amp;quot; &lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot; &lt;br /&gt;
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
| [[File:Precept work drive.png|64px]] || Work drive || Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
{{Move|destination=Roles|reason=Keep table as it is, link from here to separate page for proper analysis and summary like [[Persona weapon]]. See talk page to discuss &amp;amp; leave opinion}}&lt;br /&gt;
{{Stub|section=1|reason=Needs mechanical detail beyond just what the stats are and the tables cover}}&lt;br /&gt;
===General info===&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
&lt;br /&gt;
Roles can have assigned equipment that they will demand when they have the role - they get a -? Mood debuff without it and a +? mood buff with it. &lt;br /&gt;
&lt;br /&gt;
All roles lose Certainty at 50% the normal rate. &lt;br /&gt;
&lt;br /&gt;
Only New Tribe colonies can select the [[War mask]] and [[Tribal headdress]] as options, while only New Arrivals colonies can select the [[Slicecap]] and [[Beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders receive a flat +2% to [[Trade Price Improvement]] when they act as [[trade]]rs.&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Leader speech&amp;quot;&lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader Speech || A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|- id=&amp;quot;Work drive ability&amp;quot;&lt;br /&gt;
| [[File:WorkDrive.png|64px]] || Work Drive || Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|- id=&amp;quot;Combat command&amp;quot;&lt;br /&gt;
| [[File:CombatCommand.png|64px]] || Combat Command || Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|- id=&amp;quot;Trial&amp;quot;&lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moral Guides===&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Image !! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Convert&amp;quot;&lt;br /&gt;
| [[File:Convert.png|64px]] || Convert || Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|- id=&amp;quot;Counsel&amp;quot;&lt;br /&gt;
| [[File:Counsel.png|64px]] || Counsel || Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|- id=&amp;quot;Reassure&amp;quot;&lt;br /&gt;
| [[File:Reassure.png|64px]] || Reassure || Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|- id=&amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion Ritual || Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|- id=&amp;quot;Preach health&amp;quot;&lt;br /&gt;
| [[File:PreachHealth.png|64px]] || Preach Health || Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] +0.25%&lt;br /&gt;
* [[Injury Healing Factor]] +0.25%&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specialists===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !!  Disabled Work Types !! Ability Image !! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistShooting.png]] || Shooting Specialist || A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Shooting&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MarksmanCommand.png|64px]] || Marksman Command || Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistAnimals.png]] || Animals Specialist || A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.&amp;lt;&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
*[[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:AnimalCalm.png|64px]] || Animal Calm || Use unique methods of connecting with animals to calm a maddened beast.|| &lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMedical.png]] || Medical Specialist || A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
*[[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medical|Medical skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
|| [[File:ImmunityDrive.png|64px]] || Immunity Drive || Offer moral support that energizes the body, boosting someone's immunity gain for one day.  || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMelee.png]] || Melee Specialist || A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilities for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Raider|Raider]]&lt;br /&gt;
*[[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
|| [[File:BerserkTrance.png|64px]] || Berserk Trance || The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]] &lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{ticks|7500}}&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistMining.png]] || Mining Specialist || A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work. &lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
*[[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
|| [[File:MiningCommand.png|64px]] || Mining Command || Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours.|| ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistPlants.png]] || Plants Specialist || A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#High life|High life]]&lt;br /&gt;
*[[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
*[[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:FarmingCommand.png|64px]] || Farming Command || Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistProduction.png]] || Production Specialist || A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] &amp;gt; 6 OR [[Skills#Crafting|Crafting skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Construction OR&lt;br /&gt;
**Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50&lt;br /&gt;
* [[Quality]] +1 level{{ref label|Quality|1}}&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ProductionCommand.png|64px]] || Production Command || Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
| [[File: SpecialistResearch.png]] || Research Specialist || A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
*[[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intellectual|Intellectual skill]] &amp;gt; 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
**Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
|| [[File:ResearchCommand.png|64px]] || Research Command || Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Quality|1}} This affects the quality of every item the pawn creates, including [[sculptures|Art]], despite the tooltip only listing Crafting and Construction.&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|- id=&amp;quot;Funeral&amp;quot;&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: 3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|- id = &amp;quot;Social festival&amp;quot;&lt;br /&gt;
| || Social Festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|- id = &amp;quot;Dance party&amp;quot;&lt;br /&gt;
| || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|- id = &amp;quot;Drum party&amp;quot;&lt;br /&gt;
| || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|- id = &amp;quot;Skylantern festival&amp;quot;&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- id = &amp;quot;Consumable&amp;quot;&lt;br /&gt;
| || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|- id = &amp;quot;Scarification&amp;quot;&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|- id = &amp;quot;Blinding ceremony&amp;quot;&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|- id = &amp;quot;Animal sacrifice&amp;quot;&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|- id = &amp;quot;Gladiator duel&amp;quot;&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- id = &amp;quot;Prisoner execution&amp;quot;&lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- id = &amp;quot;Leader speech&amp;quot;&lt;br /&gt;
| || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- id = &amp;quot;Trial&amp;quot;&lt;br /&gt;
| || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for the purpose of executions and banishments. If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- id = &amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
| || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- id = &amp;quot;Tree connection&amp;quot;&lt;br /&gt;
| || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relics==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Mood penalty for lost or destroyed &amp;lt;link to mood page here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Ideoligions can add special statue-like buildings that will be required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings must be placed in a room of at least 25 area, and must not contain beds or workstations. The larger building will also require 4 columns to be in the room. Both buildings may be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet.&lt;br /&gt;
&lt;br /&gt;
==Weapon preferences==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn (?) with a noble weapon grants +3 mood for 1 day while using a despised one to attack anything - including objects - grants -5 for 2 days.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
|Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
|Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
|Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
|Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
|Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Apparel preferences==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{See also|Styling station}}&lt;br /&gt;
If more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion, they will gain a small mood buff.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at creation.&lt;br /&gt;
&lt;br /&gt;
==Venerated animals==&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.&lt;br /&gt;
&lt;br /&gt;
Colonists will butcher venerated animals without any issue, but will refuse to eat their [[meat]] or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and '''cannot''' be manually ordered to do so. Colonists take no issue using [[leather]], [[wool]], [[milk]], or [[eggs]] of the venerated animal.&lt;br /&gt;
&lt;br /&gt;
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.&lt;br /&gt;
&lt;br /&gt;
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: &amp;lt;!-- +1 is bugged and will not appear, --&amp;gt;+2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.&lt;br /&gt;
&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Hair and tattoos ==&lt;br /&gt;
&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
&lt;br /&gt;
Newly spawned paws of an ideoligion will always have matching appearance.&lt;br /&gt;
&lt;br /&gt;
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks. They can also be sent to adjust their appearance manually.&lt;br /&gt;
&lt;br /&gt;
== Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - &lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Reworked eclipse precept artwork.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=105857</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=105857"/>
		<updated>2022-07-26T22:05:05Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Food poisoning */ Reduced wordiness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get Alzheimer's at age 34.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's[[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a bad back at age 41.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured by replacing the affected eye with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a cataract at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5. {{Check Tag|What happens if/when it reaches 0.000?|Is it gone, or still lurking?}}&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery only has a 70% base chance to succeed.{{Check Tag|Fact Check|Not in .xml}} Also note that if the surgery fails, there is a 25% chance that the patient dies. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a carcinoma from normal aging at age 23. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s{{RoyaltyIcon}}, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with [[luciferium]] or a [[healer mech serum]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss{{Check Tag|Details?}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
according to a curve, in loss of a skill level per day:&lt;br /&gt;
**0.05% at level 4&lt;br /&gt;
**0.15% at level 12&lt;br /&gt;
**0.25% at level 20&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get dementia from aging at age 69. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get frail at age 51.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 600 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 500 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 120 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get an artery blockage at age 21.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get hearing loss at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.&lt;br /&gt;
&lt;br /&gt;
Blood loss occurs when a pawn has untreated bleeding [[#Injury|wounds]]. Bleeding wounds are identified on the health tab by a blood icon and a tooltip shows the bleeding rate. Total blood loss is listed under whole body and its tooltip shows the total blood loss. Overall bleeding rate is shown at the bottom.&lt;br /&gt;
&lt;br /&gt;
Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*-10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*-20% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*-40% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*-40% [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max.&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game time)&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || 93023 || 1.6 days&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 1 day&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003612 || 16611 || 6.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005386 || 11141 || 4.5 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.064339 || 933 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game hours)&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.00258 || 23256 || 9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || 4.1&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || 3208 || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heastroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Manipulation]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heastroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, [[animals]] have a 50% to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering [[malnutrition]] or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* -15% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* Vomiting (''MTB of 5 days'')&lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
It is unknown if it can be cured.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative liver disease caused by excessive alcohol consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged kidney&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]]{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it.}}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Scenario system#Crashlanded|Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent vomiting (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. &lt;br /&gt;
&lt;br /&gt;
Raw food has a flat 2% chance of food poisoning. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]].&lt;br /&gt;
&lt;br /&gt;
The % for food poisoning is determined when the meal is created, and is then tied to that specific meal.&lt;br /&gt;
:{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; align=&amp;quot;center&amp;quot; | 0 || style=&amp;quot;background-color:#F00000&amp;quot; align=&amp;quot;center&amp;quot; | 5.00% || rowspan=&amp;quot;10&amp;quot;| {{GraphChart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 4.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 2.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 1.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 1.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 0.25%&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 || align=&amp;quot;center&amp;quot; | 0.15%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9-20 || align=&amp;quot;center&amp;quot; | 0.10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* Vomiting (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Much slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* Vomiting (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* Vomiting (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]]  (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only minimized by using manipulating the factors in its causation mentioned above. Prevention can only be guaranteed by exclusively consuming meals from traders as they will never cause food poisoning, by only eating [[nutrient paste]] which will never cause food poisoning, or by installing a [[Detoxifier stomach|detoxifier]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} in the pawn which renders them immune. &lt;br /&gt;
&lt;br /&gt;
There is no treatment for food poisoning, you simply have to let it run its course.{{Check Tag|Verify|Verify that healer mech serums, and to a less extent Luci and biosculpter pods don't have any effect. Add findings to Template:Heal Option Table}} This effectively cripples the pawn for almost the full 24 hour cycle.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of vomiting at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between &amp;quot;attacks&amp;quot; that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]]. A colonist under a roof is protected from exposure. Prolonged exposure gradually increases the buildup level. Once a colonist returns to a roofed area their buildup severity will gradually decrease. The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup dies, there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Buildup is proportional to the [[toxic sensitivity]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks also cause toxic buildup, such as [[cobra]] bites, the [[venom talon]] {{RoyaltyIcon}} or [[venom fangs]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Once no longer exposed, severity reduces by 0.08 per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* Vomiting (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* Vomiting (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* Vomiting (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occuring with implants from the [[Royalty DLC]], it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[Psycasts#Psycasts#Neural heat limit|neural heat limits]] when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected from a [[biosculpter pod]] after 24 hours without power. &lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* Vomitting (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[metabolism]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* Vomiting (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* Vomiting (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a dead pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* Vomiting (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days. Hopefully this gives you enough time to find a [[healer mech serum]], the only treatment for the disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to die again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later.&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be more than 2 colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-50% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 50-60% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 60-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The maximum chance a particular treatment can succeed is 65%.&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the  stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically die by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Heavy_charge_blaster&amp;diff=105704</id>
		<title>Heavy charge blaster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Heavy_charge_blaster&amp;diff=105704"/>
		<updated>2022-07-22T20:36:26Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: more detailed comparison to minigun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Format standardisation}}{{infobox main|weapon|&lt;br /&gt;
|name = Heavy charge blaster&lt;br /&gt;
|image = HeavyChargeBlaster.png|Heavy charge blaster&lt;br /&gt;
|description = A pulse-charged rapid-fire blaster for area suppressive fire. Heavy cooling allows long, deadly bursts.&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|marketvalue = 1400&lt;br /&gt;
|class = Mechanoid&lt;br /&gt;
|damage = 15&lt;br /&gt;
| damage type = Bullet&lt;br /&gt;
|armorPenetration = 22&lt;br /&gt;
|range = 27&lt;br /&gt;
|accuracyTouch = 18&lt;br /&gt;
|accuracyShort = 26&lt;br /&gt;
|accuracyMedium = 26&lt;br /&gt;
|accuracyLong = 18&lt;br /&gt;
|accuracyAvg = 22&lt;br /&gt;
|mode = Burst&lt;br /&gt;
|warmup = 75&lt;br /&gt;
|cooldown = 444&lt;br /&gt;
|burst = 24&lt;br /&gt;
|burstTicks = 5&lt;br /&gt;
|velocity = 90&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|mass base = 22&lt;br /&gt;
|stoppingPower = 0.5&lt;br /&gt;
| meleeattack1dmg = 11.7&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Barrel&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| MeleeWeaponAverageDPS = 4.5&lt;br /&gt;
| MeleeWeaponAverageAP = 18&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| weaponTags = MechanoidGunHeavy&lt;br /&gt;
}}&lt;br /&gt;
The '''heavy charge blaster''' is a [[mechanoid]]-only weapon equipped on [[centipede]]s with a short warmup but lengthy cooldown time. Once fired, it devastates anyone unlucky enough to be in its way.&lt;br /&gt;
&lt;br /&gt;
Like the [[Minigun]], it is an excellent crowd control weapon, dealing heavy damage against groups of targets, but its low accuracy makes it less effective against scattered or individual targets. With 90% of the range of a minigun, the Heavy charge blaster does 50% more damage per hit with 50% better Armor penetration. A fearsome weapon!&lt;br /&gt;
&lt;br /&gt;
This weapon is unobtainable in normal play, though it can be spawned in by the [[Development mode#Debug actions menu|Debug actions menu]]. Like all [[unobtainable items|unobtainable weapons]], after being equipped and dropped, it disappears. It is provided here for comparisons sake.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Quality Table}}&lt;br /&gt;
Note that while the other qualities are defined by the game code and can be spawned in with dev mode, only certain{{Check Tag|Which}} quality heavy charge blasters will ever spawn in-game naturally.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19 - no longer has a forced miss radius allowing it to hit single targets, but in turn received an accuracy penalty. It also received a damage buff.&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Unobtainable items]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_stomach&amp;diff=105657</id>
		<title>Bionic stomach</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_stomach&amp;diff=105657"/>
		<updated>2022-07-21T21:57:26Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Analysis */  added gut worms to the analysis section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Bionic stomach&lt;br /&gt;
| image = Health item bionic.png|Bionic stomach&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = An advanced artificial stomach. A set of sensors and chemical synthesizers effectively digest any energy-bearing foodstuff. An integrated lattice-dust healing system automatically repairs any damage caused by the powerful acids. It is better than a biological stomach in every way.&lt;br /&gt;
| production facility 1 = Fabrication bench&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 = 10&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass base = 2.00&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 785&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
}}&lt;br /&gt;
A '''bionic stomach''' is an organ replacement that has 125% efficiency, and increases [[metabolism]] by 12.5% (metabolism is the average of stomach and liver efficiency).&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Bionic stomachs can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
They can also be [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s. They are also sometimes offered as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A bionic stomach improves a pawn's [[metabolism]] by 12.5%. This, in turn, slightly improves the [[rest rate multiplier]] by 3.75%, meaning the colonist will require less sleep. &lt;br /&gt;
&lt;br /&gt;
Unlike the [[Royalty DLC]] stomach replacements, [[EMP]]ing a pawn with a bionic stomach will not force them to vomit. &lt;br /&gt;
&lt;br /&gt;
Installing a stomach can be used to instantly treat [[gut worms]] as the new stomach replaces the diseased part. With it installed, further infections are also prevented.&lt;br /&gt;
&lt;br /&gt;
[[Eating]] capacity, [[eating speed]], and [[food poisoning]] chances are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
Installing a bionic stomach requires {{ticks|2500}} of work, 2x medicine of ??{{Check Tag|What Quality|Herbal, Industrial or Glitterworld?}} quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing a bionic stomach requires {{ticks|2500}} of work, 1x medicine of ??{{Check Tag|What Quality|Herbal, Industrial or Glitterworld?}} quality or better, and a [[Skills#Medical|Medical skill]] of ?.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General value proposition needed, not just comparisons to other stomachs}}&lt;br /&gt;
Of all the bionic parts in the game, it is perhaps the second least generally useful after the [[bionic spine]], only improving rest rate multiplier and neutralizing the threat from  [[Gut worms]]. However, it is still worth installing if there is one available.&lt;br /&gt;
&lt;br /&gt;
A bionic stomach gives a 12.5% increase to metabolism, which in turn has a 30% influence on Sleep rate; thus, it is a 3.75% increase in sleep efficiency, or, for a standard 8 hour sleep cycle, a savings of just over 17 minutes/day, or about a 1.8% increase in waking hours/day.&lt;br /&gt;
&lt;br /&gt;
The bionic stomach is a cheaper way to reduce time sleeping than upgrading to a [[royal bed]], however both can be combined. &lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
The [[Royalty DLC]] introduced a number of Stomach replacements with their own advantages and disadvantages. All three of these variants include the benefits offered by the bionic stomach in addition to their unique benefits however they are also susceptible to [[EMP]], causing the pawn to vomit uncontrollably for a short length of time. &lt;br /&gt;
&lt;br /&gt;
====Detoxifier Stomach====&lt;br /&gt;
In addition to the normal benefits of a bionic stomach, the [[detoxifier stomach]] eliminates the risk of food poisoning at the cost of vulnerability to EMP. &lt;br /&gt;
&lt;br /&gt;
====Reprocessor Stomach====&lt;br /&gt;
In addition to the normal benefits of a bionic stomach, the [[reprocessor stomach]] reduces the amount of food a pawn requires by 25% at the cost of vulnerability to EMP. &lt;br /&gt;
&lt;br /&gt;
====Nuclear Stomach====&lt;br /&gt;
In addition to the normal benefits of a bionic stomach, the [[nuclear stomach]] combines the benefits of both the detoxifier and reprocessor stomachs, reduces the amount of food a pawn requires by a whopping 75% and eliminating the risk of food poisoning at the cost of vulnerability to EMP and inflicting torso [[cancer]] on average once 120 in-game days. &lt;br /&gt;
&lt;br /&gt;
{{Stomach Comparison Table}}&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
{{See also|Doctoring#Surgery|l1=Surgery}}&lt;br /&gt;
&lt;br /&gt;
Installing the bionic stomach requires 2 additional [[Medical Items#Medicine|medicine]], herbal or better.&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&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>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wzp4yinzxalmxkzx&amp;topic_postId=wzp4yinzxejp5oy5&amp;topic_revId=wzp4yinzxejp5oy5&amp;action=single-view</id>
		<title>Topic:Wzp4yinzxalmxkzx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wzp4yinzxalmxkzx&amp;topic_postId=wzp4yinzxejp5oy5&amp;topic_revId=wzp4yinzxejp5oy5&amp;action=single-view"/>
		<updated>2022-07-21T02:12:38Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Bullwinkle&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Bullwinkle (page does not exist)&quot;&gt;&lt;bdi&gt;Bullwinkle&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Bullwinkle&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Bullwinkle&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Bullwinkle&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Bullwinkle&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wzp4yinzxalmxkzx&amp;amp;topic_showPostId=wzp4yinzxejp5oy5#flow-post-wzp4yinzxejp5oy5&quot;&gt;commented&lt;/a&gt; on &quot;Add Duration of High to the Base Stats for all drugs&quot; (&lt;em&gt;Just a suggestion for the insert on the right hand side of the page.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yayo&amp;diff=105608</id>
		<title>Yayo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yayo&amp;diff=105608"/>
		<updated>2022-07-21T01:59:49Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: Streamlined the opening&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Yayo&lt;br /&gt;
| image = Yayo.png|Yayo&lt;br /&gt;
| description = A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user's need for rest, and suppresses pain. Like all forms of psychite, it is addictive, though it is not as addictive as the cruder flake.\n\nBecause of its high cost and refined appearance, many cultures associate yayo with degenerate wealth. Whether in the throneroom or the boardroom, many hare-brained policy schemes have been developed during yayo-fueled binge parties.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Hard Drug&lt;br /&gt;
| marketvalue = 21&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| addictiveness = 0.01&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 150&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Psychite refining&lt;br /&gt;
| work to make = 350&lt;br /&gt;
| resource 1 = Psychoid leaves&lt;br /&gt;
| resource 1 amount = 8&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Yayo&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| is pleasure drug = true&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;
| graphic path = Things/Thing/Drug/Yayo&lt;br /&gt;
| label = yayo&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!-- Drug Parameters --&amp;gt;&lt;br /&gt;
| moving offset = 0.15&lt;br /&gt;
| pain factor = 0.5&lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| mood offset = 35&lt;br /&gt;
}}&lt;br /&gt;
'''Yayo''' is a 12 hour mood enhancing [[Drugs|drug]] with 1% [[Drugs#Addiction and Tolerance|addiction]] rate that can be produced at a [[drug lab]] with 8 [[psychoid leaves]] after researching Psychite refining. Consumption generates the [[Thoughts/Drugs|''Feeling pumped! Let's do this!'']] thought. The user receives:&lt;br /&gt;
&lt;br /&gt;
* [[recreation]] +80%&lt;br /&gt;
* Mood: +35%&lt;br /&gt;
* Moving: +15%&lt;br /&gt;
* Improved joy 80%&lt;br /&gt;
* Suppressed pain ×50%&lt;br /&gt;
* Reduced need for rest by 66%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of yayo within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 1.0% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
Those with visible tolerance to psychite will develop [[chemical damage]] in the [[kidney]]s in a mean time of 120 days.&lt;br /&gt;
&lt;br /&gt;
It is also used in the crafting of [[go-juice]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Yayo can be manufactured at a [[drug lab]] for 8 [[psychoid leaves]].  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
== Withdrawal symptoms ==&lt;br /&gt;
Like [[Flake]] and [[Psychite tea]], Yayo can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:&lt;br /&gt;
&lt;br /&gt;
* [[Mood]]: -35&lt;br /&gt;
* [[Consciousness]]: -20%&lt;br /&gt;
* [[Moving]]: -20%&lt;br /&gt;
* [[Manipulation]]: -20%&lt;br /&gt;
* [[Rest Fall Rate]]: +30%&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Should compare stat buffs as well as mood buffs - any comparison should be duplicated on [[Flake]]}}&lt;br /&gt;
Yayo is one of three drugs that can be produced from psychoid leaves, the others being [[flake]] and [[psychite tea]]. Yayo can also be further refined into [[go-juice]] with the addition of 2 [[neutroamine]].&lt;br /&gt;
&lt;br /&gt;
=== Drug ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! Mood buff !! Moving !! Pain !! Tiredness !! Consciousness !! Sight !! Global working speed&lt;br /&gt;
|-&lt;br /&gt;
| Yayo ||    +35    ||    +15%    ||    ×50%    ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Flake ||    +35    ||    -    ||    ×50%     ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Go juice ||    +5    ||    +50%    ||    ×10%    ||   -    ||    +20%    ||    +35%    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Wake-up ||    -    ||    +10%    ||    -    ||    ×80%    ||    +10%    ||    -    ||    +50%    &lt;br /&gt;
|}&lt;br /&gt;
For use as a mood control drug, yayo is far preferable to flake, with stronger effects and only one fifth as addictive (1% vs 5% addictiveness). Psychite tea is considerably weaker, but it is much less addictive than either of the other two and, unlike them, has a safe usage interval. It is thus a significantly safer option than either. This makes tea far more useful for regular use, while yayo is more appropriate for mood emergencies. Though there is no minimum tolerance to get addicted to Yayo, it still contributes to tolerance to Psychite tea.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
On the market, yayo is worth 50% more [[silver]] than flake, with a 20% increase in the [[Work To Make]] and a 100% increase in ingredient cost. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. &lt;br /&gt;
&lt;br /&gt;
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon Small|silver||1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}} for a total of {{icon Small|silver||2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.&lt;br /&gt;
&lt;br /&gt;
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces 33% more silver per leaf at the cost of 7% more work per silver.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver. &lt;br /&gt;
&lt;br /&gt;
Note that the third possible product for psychoid leaves, [[psychite tea]], is economically inferior to both yayo and flake.  Its primary advantage instead lies in ease of use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and requires only the [[Research#Psychoid brewing|Psychoid Brewing]] research, and thus may be a more accessible in the early game.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Yayo is slang for Cocaine in Spanish derived from Santiago Luis Polanco Rodriguez but it's more commonly known from the quote &amp;quot;Chichi, get the Yayo&amp;quot; from Scarface (1983).[https://en.wikipedia.org/wiki/Scarface_(1983_film)]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Hard Drug]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yayo&amp;diff=105607</id>
		<title>Yayo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yayo&amp;diff=105607"/>
		<updated>2022-07-21T01:41:08Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: duration of the high is 12 hours&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Yayo&lt;br /&gt;
| image = Yayo.png|Yayo&lt;br /&gt;
| description = A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user's need for rest, and suppresses pain. Like all forms of psychite, it is addictive, though it is not as addictive as the cruder flake.\n\nBecause of its high cost and refined appearance, many cultures associate yayo with degenerate wealth. Whether in the throneroom or the boardroom, many hare-brained policy schemes have been developed during yayo-fueled binge parties.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Hard Drug&lt;br /&gt;
| marketvalue = 21&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| addictiveness = 0.01&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 150&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Psychite refining&lt;br /&gt;
| work to make = 350&lt;br /&gt;
| resource 1 = Psychoid leaves&lt;br /&gt;
| resource 1 amount = 8&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Yayo&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| is pleasure drug = true&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;
| graphic path = Things/Thing/Drug/Yayo&lt;br /&gt;
| label = yayo&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!-- Drug Parameters --&amp;gt;&lt;br /&gt;
| moving offset = 0.15&lt;br /&gt;
| pain factor = 0.5&lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| mood offset = 35&lt;br /&gt;
}}&lt;br /&gt;
'''Yayo''' is a [[Drugs|drug]] of 1% [[Drugs#Addiction and Tolerance|addiction]] rate that can be produced at a [[drug lab]] with 8 [[psychoid leaves]] after researching Psychite refining. Consumption provides +80% to [[recreation]] and will generate the [[Thoughts/Drugs|''Feeling pumped! Let's do this!'' thought]]  which has a +35 mood effect and for 12 hours gives:&lt;br /&gt;
&lt;br /&gt;
* Moving: +15%&lt;br /&gt;
* Improves joy 80%&lt;br /&gt;
* Suppresses pain ×50%&lt;br /&gt;
* Reduces need for rest by 66%&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of yayo within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 1.0% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
Those with visible tolerance to psychite will develop [[chemical damage]] in the [[kidney]]s in a mean time of 120 days.&lt;br /&gt;
&lt;br /&gt;
It is also used in the crafting of [[go-juice]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Yayo can be manufactured at a [[drug lab]] for 8 [[psychoid leaves]].  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
== Withdrawal symptoms ==&lt;br /&gt;
Like [[Flake]] and [[Psychite tea]], Yayo can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:&lt;br /&gt;
&lt;br /&gt;
* [[Mood]]: -35&lt;br /&gt;
* [[Consciousness]]: -20%&lt;br /&gt;
* [[Moving]]: -20%&lt;br /&gt;
* [[Manipulation]]: -20%&lt;br /&gt;
* [[Rest Fall Rate]]: +30%&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Should compare stat buffs as well as mood buffs - any comparison should be duplicated on [[Flake]]}}&lt;br /&gt;
Yayo is one of three drugs that can be produced from psychoid leaves, the others being [[flake]] and [[psychite tea]]. Yayo can also be further refined into [[go-juice]] with the addition of 2 [[neutroamine]].&lt;br /&gt;
&lt;br /&gt;
=== Drug ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! Mood buff !! Moving !! Pain !! Tiredness !! Consciousness !! Sight !! Global working speed&lt;br /&gt;
|-&lt;br /&gt;
| Yayo ||    +35    ||    +15%    ||    ×50%    ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Flake ||    +35    ||    -    ||    ×50%     ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Go juice ||    +5    ||    +50%    ||    ×10%    ||   -    ||    +20%    ||    +35%    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Wake-up ||    -    ||    +10%    ||    -    ||    ×80%    ||    +10%    ||    -    ||    +50%    &lt;br /&gt;
|}&lt;br /&gt;
For use as a mood control drug, yayo is far preferable to flake, with stronger effects and only one fifth as addictive (1% vs 5% addictiveness). Psychite tea is considerably weaker, but it is much less addictive than either of the other two and, unlike them, has a safe usage interval. It is thus a significantly safer option than either. This makes tea far more useful for regular use, while yayo is more appropriate for mood emergencies. Though there is no minimum tolerance to get addicted to Yayo, it still contributes to tolerance to Psychite tea.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
On the market, yayo is worth 50% more [[silver]] than flake, with a 20% increase in the [[Work To Make]] and a 100% increase in ingredient cost. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. &lt;br /&gt;
&lt;br /&gt;
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon Small|silver||1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}} for a total of {{icon Small|silver||2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.&lt;br /&gt;
&lt;br /&gt;
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces 33% more silver per leaf at the cost of 7% more work per silver.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver. &lt;br /&gt;
&lt;br /&gt;
Note that the third possible product for psychoid leaves, [[psychite tea]], is economically inferior to both yayo and flake.  Its primary advantage instead lies in ease of use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and requires only the [[Research#Psychoid brewing|Psychoid Brewing]] research, and thus may be a more accessible in the early game.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Yayo is slang for Cocaine in Spanish derived from Santiago Luis Polanco Rodriguez but it's more commonly known from the quote &amp;quot;Chichi, get the Yayo&amp;quot; from Scarface (1983).[https://en.wikipedia.org/wiki/Scarface_(1983_film)]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Hard Drug]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sensory_mechanites&amp;diff=105592</id>
		<title>Sensory mechanites</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sensory_mechanites&amp;diff=105592"/>
		<updated>2022-07-19T22:32:23Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: pain nomenclature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Main|Sensory mechanites}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;'''Sensory mechanites''' is a [[disease]]. Unlike most diseases, this one causes both problems (pain &amp;amp; tiredness) AND benefits (improved sensory perception, talking and manipulation). The only way for Sensory mechanites to be fatal is for a patient with '''extremely''' low consciousness to fall below 0% from pain.&lt;br /&gt;
The only cure for this disease is time (1-2 quadrums). Treatment is beneficial and advised. Treatment will limit the progression of problems, without affecting the benefits or duration.&lt;br /&gt;
&lt;br /&gt;
Sensory mechanites incapacitate pawns with the [[Trait#Wimp|Wimp]] trait from the onset of the disease. While the buffs are slightly less because of the [[Consciousness]] reduction from the pain, the base +50% sight, hearing talking and manipulation buffs mean this disease can actually be advantageous if the pain and rest fall rate can be managed. &lt;br /&gt;
&lt;br /&gt;
'''Early Symptoms:'''&lt;br /&gt;
* Serious [[pain]] (+0.2 pain, indirectly causing -4% [[consciousness]])&lt;br /&gt;
* Improved [[sight]] (+50%)&lt;br /&gt;
* Improved [[hearing]] (+50%)&lt;br /&gt;
* Improved [[talking]] (+50%)&lt;br /&gt;
* Improved [[manipulation]] (+30%)&lt;br /&gt;
* Tiredness (rest fall factor) (x170%)&lt;br /&gt;
&lt;br /&gt;
'''Advanced Symptoms:'''&lt;br /&gt;
* Intense [[pain]] (+0.6 pain, indirectly causing -22% [[consciousness]])&lt;br /&gt;
* Tiredness (rest fall factor) (x200%)&lt;br /&gt;
* No other additional effects over early stage&lt;br /&gt;
&lt;br /&gt;
'''Progression:'''&lt;br /&gt;
*Severity increases by 0.25 per day when not tended&lt;br /&gt;
*Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality&lt;br /&gt;
&lt;br /&gt;
'''Pain:'''&lt;br /&gt;
* The early symptom of &amp;quot;Serious&amp;quot; pain is a bit confusing. In the health tab, the pain is described as &amp;quot;mild&amp;quot; but shows -4% consciousness. While in the needs tab, the pain is described as &amp;quot;Serious,&amp;quot; and has a mood debuff of -10. [[Pain]] is typically described as Minor, Serious, Intense, or Mind-shattering. Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of &amp;quot;mild&amp;quot; in the health tab.&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Treated with or without medicine, though medicine improves treatment quality, preventing progression from Early to Advanced symptoms.&lt;br /&gt;
* Treatment does not affect the time it takes for this disease to disappear.&lt;br /&gt;
* Treatment does not affect beneficial effects in any way.&lt;br /&gt;
* Treatment interval: {{ticks|120000}}&lt;br /&gt;
* Can disappear as early as {{ticks|900000}} (1 quadrum)&lt;br /&gt;
* Can last as long as {{ticks|1800000}} (2 quadrums)&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sensory_mechanites&amp;diff=105591</id>
		<title>Sensory mechanites</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sensory_mechanites&amp;diff=105591"/>
		<updated>2022-07-19T22:18:58Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: One of my bigger edits. reworded opening. Removed some double negatives. Also the &amp;quot;Mild&amp;quot; pain is actually &amp;quot;Serious&amp;quot; pain. The pain affects consciousness.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Main|Sensory mechanites}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;'''Sensory mechanites''' is a [[disease]]. Unlike most diseases, this one causes both problems (pain &amp;amp; tiredness) AND benefits (improved sensory perception, talking and manipulation). The only way for Sensory mechanites to be fatal is for a patient with '''extremely''' low consciousness to fall below 0% from pain.&lt;br /&gt;
The only cure for this disease is time (1-2 quadrums). Treatment is beneficial and advised. Treatment will limit the progression of problems, without affecting the benefits or duration.&lt;br /&gt;
&lt;br /&gt;
Sensory mechanites incapacitate pawns with the [[Trait#Wimp|Wimp]] trait from the onset of the disease. While the buffs are slightly less because of the [[Consciousness]] reduction from the pain, the base +50% sight, hearing talking and manipulation buffs mean this disease can actually be advantageous if the pain and rest fall rate can be managed. &lt;br /&gt;
&lt;br /&gt;
'''Early Symptoms:'''&lt;br /&gt;
* Mild [[pain]] (+0.2 pain, indirectly causing -4% [[consciousness]])&lt;br /&gt;
* Improved [[sight]] (+50%)&lt;br /&gt;
* Improved [[hearing]] (+50%)&lt;br /&gt;
* Improved [[talking]] (+50%)&lt;br /&gt;
* Improved [[manipulation]] (+30%)&lt;br /&gt;
* Tiredness (rest fall factor) (x170%)&lt;br /&gt;
&lt;br /&gt;
'''Advanced Symptoms:'''&lt;br /&gt;
* Intense [[pain]] (+0.6 pain, indirectly causing -22% [[consciousness]])&lt;br /&gt;
* Tiredness (rest fall factor) (x200%)&lt;br /&gt;
* No other additional effects over early stage&lt;br /&gt;
&lt;br /&gt;
'''Progression:'''&lt;br /&gt;
*Severity increases by 0.25 per day when not tended&lt;br /&gt;
*Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality&lt;br /&gt;
&lt;br /&gt;
'''Pain:'''&lt;br /&gt;
* The early symptom of &amp;quot;mild&amp;quot; pain is a bit confusing. In the health tab, the pain is described as &amp;quot;mild.&amp;quot; But in the needs tab, the pain is described as &amp;quot;serious,&amp;quot; and has a mood debuff of -10. [[Pain]] is typically described as Minor, Serious, Intense, or Mind-shattering. Apparently Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of &amp;quot;mild.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Treated with or without medicine, though medicine improves treatment quality, preventing progression from Early to Advanced symptoms.&lt;br /&gt;
* Treatment does not affect the time it takes for this disease to disappear.&lt;br /&gt;
* Treatment does not affect beneficial effects in any way.&lt;br /&gt;
* Treatment interval: {{ticks|120000}}&lt;br /&gt;
* Can disappear as early as {{ticks|900000}} (1 quadrum)&lt;br /&gt;
* Can last as long as {{ticks|1800000}} (2 quadrums)&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pain&amp;diff=105590</id>
		<title>Pain</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pain&amp;diff=105590"/>
		<updated>2022-07-19T21:24:15Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub|reason=Needs detailed numbers on stat penalties}} &lt;br /&gt;
{{Capacity&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How much pain a person feels.&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;:''Main Article: [[Pain]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Most biological creatures including [[colonist]]s, [[raider]]s, and [[animals]] feel pain caused by [[Injury|injuries]].  A pawn's pain level ranges from 0% to 100% and is displayed on their Health tab's Overview. Pain levels are None, Little, Moderate, Severe, and Extreme.{{Check Tag|Detail Needed|What percentage ranges do those names correlate to?}} Even a little pain causes unhappy [[Thoughts list|thoughts]]. Once pain passes 10%, it'll start to have an effect on [[consciousness]]. If a pawn's pain level meets or exceeds their [[Pain Shock Threshold]] they'll go into [[Injury#Shock|shock]], unable to move. Pawns with the Wimp [[traits|trait]] will be incapacitated with only minor pain of 20%.&lt;br /&gt;
&lt;br /&gt;
Most pain is temporary, but [[Injury#Scarring|scars]] and certain [[disease]]s can cause long-term pain.  A [[painstopper]] implant or the [[Psycasts#Painblock|Painblock]] psycast {{RoyaltyIcon}} will get rid of all a colonist's pain and negate any pain-related mood penalties. Note that colonists with the Masochist trait get a mood ''bonus'' from pain instead of a penalty, so it's usually better to leave them alone.&lt;br /&gt;
&lt;br /&gt;
Injuries to artificial parts do not cause any pain, so colonists with a lot of bionics will generally incur less pain during combat.&lt;br /&gt;
&lt;br /&gt;
===Formula===&lt;br /&gt;
Pain for a given pawn is the sum of the pain from each individual injury, with two extra steps at the end:&lt;br /&gt;
* &amp;lt;code&amp;gt;pain = pain / healthFactor&amp;lt;/code&amp;gt; for pawns with a healthFactor other than 1.0 (like [[grizzly bear]]s and other large animals).  Humans have a healthFactor of 1.0, so this doesn't impact humans&lt;br /&gt;
* &amp;lt;code&amp;gt;pain = pain * painFactor&amp;lt;/code&amp;gt; from health conditions which alter pain.  This includes pain-reducing drugs like [[flake]] and [[yayo]] as well as anesthetic used during operations&lt;br /&gt;
&lt;br /&gt;
Pain from an individual injury is the product of the severity of the injury (the number of HP missing for things like cuts and burns) and the pain per severity for the injury type.  For example:&lt;br /&gt;
*30 burn damage causes 30 damage &amp;amp;times; 0.01875 pain per severity = 56.25% pain&lt;br /&gt;
*30 cut damage causes 30 damage &amp;amp;times; 0.00625 pain per severity =  18.75% pain&lt;br /&gt;
&lt;br /&gt;
For the complete table of pain vs damage, see [[Health Difficulties]]&lt;br /&gt;
&lt;br /&gt;
===Thresholds===&lt;br /&gt;
Pain creates moodlets of different values at 4 stages depending on pain severity.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_10 text-center}}&lt;br /&gt;
! Level !! Required Pain % !! Mood Penalty !! Stat Penalty&lt;br /&gt;
|-&lt;br /&gt;
| Minor           ||  1% || -5 || ? &lt;br /&gt;
|-&lt;br /&gt;
| Serious         || 15% || -10 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Intense         || 40% || -15 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Mind-shattering || 80% || -20 || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
0 to 12% pain = -0% Consciousness&amp;lt;br&amp;gt;&lt;br /&gt;
13% pain = -1% Con&amp;lt;br&amp;gt;&lt;br /&gt;
14 to 15% pain = -2% Con&amp;lt;br&amp;gt;&lt;br /&gt;
16 to 18% pain = -3% Con&amp;lt;br&amp;gt;&lt;br /&gt;
19 to 20% pain = -4% Con&amp;lt;br&amp;gt;&lt;br /&gt;
21 to 22% pain = -5% Con&amp;lt;br&amp;gt;&lt;br /&gt;
23 to 24% pain = -6% Con&amp;lt;br&amp;gt;&lt;br /&gt;
25 to 26% pain = -7% Con&amp;lt;br&amp;gt;&lt;br /&gt;
27 to 29% pain = -8% Con&amp;lt;br&amp;gt;&lt;br /&gt;
30 to 31% pain = -9% Con&amp;lt;br&amp;gt;&lt;br /&gt;
32 to 33% pain = -10% Con&amp;lt;br&amp;gt;&lt;br /&gt;
34 to 35% pain = -11% Con&amp;lt;br&amp;gt;&lt;br /&gt;
36 to 38% pain = -12% Con&amp;lt;br&amp;gt;&lt;br /&gt;
39 to 40% pain = -13% Con&amp;lt;br&amp;gt;&lt;br /&gt;
41 to 43% pain = -14% Con&amp;lt;br&amp;gt;&lt;br /&gt;
44% pain = -15% Con&amp;lt;br&amp;gt;&lt;br /&gt;
45 to 47% pain = -16% Con&amp;lt;br&amp;gt;&lt;br /&gt;
48 to 49% pain = -17% Con&amp;lt;br&amp;gt;&lt;br /&gt;
50 to 52% pain = -18% Con&amp;lt;br&amp;gt;&lt;br /&gt;
53 to 54% pain = -19% Con&amp;lt;br&amp;gt;&lt;br /&gt;
55 to 56% pain = -20% Con&amp;lt;br&amp;gt;&lt;br /&gt;
57 to 58% pain = -21% Con&amp;lt;br&amp;gt;&lt;br /&gt;
59 to 60% pain = -22% Con&amp;lt;br&amp;gt;&lt;br /&gt;
61 to 63% pain = -23% Con&amp;lt;br&amp;gt;&lt;br /&gt;
64 to 65% pain = -24% Con&amp;lt;br&amp;gt;&lt;br /&gt;
66 to 67% pain = -25% Con&amp;lt;br&amp;gt;&lt;br /&gt;
68 to 69% pain = -26% Con&amp;lt;br&amp;gt;&lt;br /&gt;
70 to 71% pain = -27% Con&amp;lt;br&amp;gt;&lt;br /&gt;
72 to 74% pain = -28% Con&amp;lt;br&amp;gt;&lt;br /&gt;
75 to 77% pain = -29% Con&amp;lt;br&amp;gt;&lt;br /&gt;
78% pain = -30% Con&amp;lt;br&amp;gt;&lt;br /&gt;
79% pain = -31% Con&amp;lt;br&amp;gt;&lt;br /&gt;
80% pain = Pawn Downed&amp;lt;br&amp;gt;&lt;br /&gt;
81 to 83% pain = -32% Con&amp;lt;br&amp;gt;&lt;br /&gt;
84 to 85% pain = -33% Con&amp;lt;br&amp;gt;&lt;br /&gt;
86 to 88% pain = -34% Con&amp;lt;br&amp;gt;&lt;br /&gt;
89% pain = -35% Con&amp;lt;br&amp;gt;&lt;br /&gt;
90 to 92% pain = -36% Con&amp;lt;br&amp;gt;&lt;br /&gt;
93 to 94% pain = -37% Con&amp;lt;br&amp;gt;&lt;br /&gt;
95 to 96% pain = -38% Con&amp;lt;br&amp;gt;&lt;br /&gt;
97 to 99% pain = -39% Con&amp;lt;br&amp;gt;&lt;br /&gt;
100% pain = -40% Con&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modifiers ===&lt;br /&gt;
{{Stub|section=1|Many other hediffs cause pain or change pain factors. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed.}}&lt;br /&gt;
====Pain factors====&lt;br /&gt;
Factors cause the game code to MULTIPLY pain X a number. Small numbers reduce pain a lot. Large numbers reduce pain a little.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Painstopper]]: '''×0%'''&lt;br /&gt;
* [[Go-juice]]: '''×10%'''&lt;br /&gt;
* [[Psycasts#Painblock|Painblock]] psycast: {{RoyaltyIcon}} '''×10%'''&lt;br /&gt;
* [[Yayo]]: '''×50%'''&lt;br /&gt;
* [[Luciferium]]: '''×80%'''&lt;br /&gt;
* [[Psychite tea]]: '''×90%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Beer]] gives a variable reduction in pain depending on the dose of beer consumed.&lt;br /&gt;
&lt;br /&gt;
* [[Beer]]: (See also [[#Pain offsets|Pain offsets]])&lt;br /&gt;
** Warm: '''×90%'''&lt;br /&gt;
** Tipsy: '''×80%'''&lt;br /&gt;
** Drunk: '''×50%'''&lt;br /&gt;
** Hammerred: '''×30%'''&lt;br /&gt;
** Blackout: '''×10%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pain offsets ====&lt;br /&gt;
Offsets cause the game code to ADD OR SUBTRACT a number from the pawn's pain. Small numbers are less effective at reducing pain than large numbers. However, if the pawn only has a small amount of pain, an equally small offset will be totally effective at removing all pain. Positive numbers add pain. Negative numbers reduce pain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Beer]]: (See also [[#Pain factors|Pain factors]])&lt;br /&gt;
** Blackout: {{++|5%}}&lt;br /&gt;
* [[Smokeleaf joint|Stoned on smokeleaf]]: {{---|20%}}&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] -  Added. Pain level is tracked. A character in too much pain will become incapacitated.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pain&amp;diff=105589</id>
		<title>Pain</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pain&amp;diff=105589"/>
		<updated>2022-07-19T21:20:07Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub|reason=Needs detailed numbers on stat penalties}} &lt;br /&gt;
{{Capacity&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How much pain a person feels.&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;:''Main Article: [[Pain]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Most biological creatures including [[colonist]]s, [[raider]]s, and [[animals]] feel pain caused by [[Injury|injuries]].  A pawn's pain level ranges from 0% to 100% and is displayed on their Health tab's Overview. Pain levels are None, Little, Moderate, Severe, and Extreme.{{Check Tag|Detail Needed|What percentage ranges do those names correlate to?}} Even a little pain causes unhappy [[Thoughts list|thoughts]]. Once pain passes 10%, it'll start to have an effect on [[consciousness]]. If a pawn's pain level meets or exceeds their [[Pain Shock Threshold]] they'll go into [[Injury#Shock|shock]], unable to move. Pawns with the Wimp [[traits|trait]] will be incapacitated with only minor pain of 20%.&lt;br /&gt;
&lt;br /&gt;
Most pain is temporary, but [[Injury#Scarring|scars]] and certain [[disease]]s can cause long-term pain.  A [[painstopper]] implant or the [[Psycasts#Painblock|Painblock]] psycast {{RoyaltyIcon}} will get rid of all a colonist's pain and negate any pain-related mood penalties. Note that colonists with the Masochist trait get a mood ''bonus'' from pain instead of a penalty, so it's usually better to leave them alone.&lt;br /&gt;
&lt;br /&gt;
Injuries to artificial parts do not cause any pain, so colonists with a lot of bionics will generally incur less pain during combat.&lt;br /&gt;
&lt;br /&gt;
===Formula===&lt;br /&gt;
Pain for a given pawn is the sum of the pain from each individual injury, with two extra steps at the end:&lt;br /&gt;
* &amp;lt;code&amp;gt;pain = pain / healthFactor&amp;lt;/code&amp;gt; for pawns with a healthFactor other than 1.0 (like [[grizzly bear]]s and other large animals).  Humans have a healthFactor of 1.0, so this doesn't impact humans&lt;br /&gt;
* &amp;lt;code&amp;gt;pain = pain * painFactor&amp;lt;/code&amp;gt; from health conditions which alter pain.  This includes pain-reducing drugs like [[flake]] and [[yayo]] as well as anesthetic used during operations&lt;br /&gt;
&lt;br /&gt;
Pain from an individual injury is the product of the severity of the injury (the number of HP missing for things like cuts and burns) and the pain per severity for the injury type.  For example:&lt;br /&gt;
*30 burn damage causes 30 damage &amp;amp;times; 0.01875 pain per severity = 56.25% pain&lt;br /&gt;
*30 cut damage causes 30 damage &amp;amp;times; 0.00625 pain per severity =  18.75% pain&lt;br /&gt;
&lt;br /&gt;
For the complete table of pain vs damage, see [[Health Difficulties]]&lt;br /&gt;
&lt;br /&gt;
===Thresholds===&lt;br /&gt;
Pain creates moodlets of different values at 4 stages depending on pain severity.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_10 text-center}}&lt;br /&gt;
! Level !! Required Pain % !! Mood Penalty !! Stat Penalty&lt;br /&gt;
|-&lt;br /&gt;
| Minor           ||  1% || -5 || ? &lt;br /&gt;
|-&lt;br /&gt;
| Serious         || 15% || -10 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Intense         || 40% || -15 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Mind-shattering || 80% || -20 || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
0 to 12% pain = -0% Consciousness&amp;lt;br&amp;gt;&lt;br /&gt;
13% pain = -1% Con&amp;lt;br&amp;gt;&lt;br /&gt;
14 to 15% pain = -2% Con&amp;lt;br&amp;gt;&lt;br /&gt;
16 to 18% pain = -3% Con&amp;lt;br&amp;gt;&lt;br /&gt;
19 to 20% pain = -4% Con&amp;lt;br&amp;gt;&lt;br /&gt;
21 to 22% pain = -5% Con&amp;lt;br&amp;gt;&lt;br /&gt;
23 to 24% pain = -6% Con&amp;lt;br&amp;gt;&lt;br /&gt;
25 to 26% pain = -7% Con&amp;lt;br&amp;gt;&lt;br /&gt;
27 to 29% pain = -8% Con&amp;lt;br&amp;gt;&lt;br /&gt;
30 to 31% pain = -9% Con&amp;lt;br&amp;gt;&lt;br /&gt;
32 to 33% pain = -10% Con&amp;lt;br&amp;gt;&lt;br /&gt;
34 to 35% pain = -11% Con&amp;lt;br&amp;gt;&lt;br /&gt;
36 to 38% pain = -12% Con&amp;lt;br&amp;gt;&lt;br /&gt;
39 to 40% pain = -13% Con&amp;lt;br&amp;gt;&lt;br /&gt;
41 to 43% pain = -14% Con&amp;lt;br&amp;gt;&lt;br /&gt;
44% pain = -15% Con&amp;lt;br&amp;gt;&lt;br /&gt;
45 to 47% pain = -16% Con&amp;lt;br&amp;gt;&lt;br /&gt;
48 to 49% pain = -17% Con&amp;lt;br&amp;gt;&lt;br /&gt;
50 to 52% pain = -18% Con&amp;lt;br&amp;gt;&lt;br /&gt;
53 to 54% pain = -19% Con&amp;lt;br&amp;gt;&lt;br /&gt;
55 to 56% pain = -20% Con&amp;lt;br&amp;gt;&lt;br /&gt;
57 to 58% pain = -21% Con&amp;lt;br&amp;gt;&lt;br /&gt;
59 to 60% pain = -22% Con&amp;lt;br&amp;gt;&lt;br /&gt;
61 to 63% pain = -23% Con&amp;lt;br&amp;gt;&lt;br /&gt;
64 to 65% pain = -24% Con&amp;lt;br&amp;gt;&lt;br /&gt;
66 to 67% pain = -25% Con&amp;lt;br&amp;gt;&lt;br /&gt;
68 to 69% pain = -26% Con&amp;lt;br&amp;gt;&lt;br /&gt;
70 to 71% pain = -27% Con&amp;lt;br&amp;gt;&lt;br /&gt;
72 to 74% pain = -28% Con&amp;lt;br&amp;gt;&lt;br /&gt;
75 to 77% pain = -29% Con&amp;lt;br&amp;gt;&lt;br /&gt;
78% pain = -30% Con&amp;lt;br&amp;gt;&lt;br /&gt;
79% pain = -31% Con&amp;lt;br&amp;gt;&lt;br /&gt;
80% pain = Pawn Downed&amp;lt;br&amp;gt;&lt;br /&gt;
81 to 83% pain = -32% Con&amp;lt;br&amp;gt;&lt;br /&gt;
84 to 85% pain = -33% Con&amp;lt;br&amp;gt;&lt;br /&gt;
86 to 88% pain = -34% Con&amp;lt;br&amp;gt;&lt;br /&gt;
89% pain = -35% Con&amp;lt;br&amp;gt;&lt;br /&gt;
90 to 92% pain = -36% Con&amp;lt;br&amp;gt;&lt;br /&gt;
93 to 94% pain = -37% Con&amp;lt;br&amp;gt;&lt;br /&gt;
95 to 96% pain = -38% Con&amp;lt;br&amp;gt;&lt;br /&gt;
97 to 99% pain = -39% Con&amp;lt;br&amp;gt;&lt;br /&gt;
100% pain = -40% Con&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modifiers ===&lt;br /&gt;
{{Stub|section=1|Many other hediffs cause pain or change pain factors. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed.}}&lt;br /&gt;
====Pain factors====&lt;br /&gt;
Factors cause the game code to MULTIPLY pain X a number. Small numbers reduce pain a lot. Large numbers reduce pain a little.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Painstopper]]: '''×0%'''&lt;br /&gt;
* [[Go-juice]]: '''×10%'''&lt;br /&gt;
* [[Psycasts#Painblock|Painblock]] psycast: {{RoyaltyIcon}} '''×10%'''&lt;br /&gt;
* [[Yayo]]: '''×50%'''&lt;br /&gt;
* [[Luciferium]]: '''×80%'''&lt;br /&gt;
* [[Psychite tea]]: '''×90%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Beer]] gives a variable reduction in pain depending on the dose of beer consumed.&lt;br /&gt;
&lt;br /&gt;
* [[Beer]]: (See also [[#Offsets|Offsets]])&lt;br /&gt;
** Warm: '''×90%'''&lt;br /&gt;
** Tipsy: '''×80%'''&lt;br /&gt;
** Drunk: '''×50%'''&lt;br /&gt;
** Hammerred: '''×30%'''&lt;br /&gt;
** Blackout: '''×10%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pain offsets ====&lt;br /&gt;
Offsets cause the game code to ADD OR SUBTRACT a number from the pawn's pain. Small numbers are less effective at reducing pain than large numbers. However, if the pawn only has a small amount of pain, an equally small offset will be totally effective at removing all pain. Positive numbers add pain. Negative numbers reduce pain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Beer]]: (See also [[#Factors|Factors]])&lt;br /&gt;
** Blackout: {{++|5%}}&lt;br /&gt;
* [[Smokeleaf joint|Stoned on smokeleaf]]: {{---|20%}}&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] -  Added. Pain level is tracked. A character in too much pain will become incapacitated.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pain&amp;diff=105588</id>
		<title>Pain</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pain&amp;diff=105588"/>
		<updated>2022-07-19T21:15:07Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: I did a little organizing, explaining&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub|reason=Needs detailed numbers on stat penalties}} &lt;br /&gt;
{{Capacity&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How much pain a person feels.&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;:''Main Article: [[Pain]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Most biological creatures including [[colonist]]s, [[raider]]s, and [[animals]] feel pain caused by [[Injury|injuries]].  A pawn's pain level ranges from 0% to 100% and is displayed on their Health tab's Overview. Pain levels are None, Little, Moderate, Severe, and Extreme.{{Check Tag|Detail Needed|What percentage ranges do those names correlate to?}} Even a little pain causes unhappy [[Thoughts list|thoughts]]. Once pain passes 10%, it'll start to have an effect on [[consciousness]]. If a pawn's pain level meets or exceeds their [[Pain Shock Threshold]] they'll go into [[Injury#Shock|shock]], unable to move. Pawns with the Wimp [[traits|trait]] will be incapacitated with only minor pain of 20%.&lt;br /&gt;
&lt;br /&gt;
Most pain is temporary, but [[Injury#Scarring|scars]] and certain [[disease]]s can cause long-term pain.  A [[painstopper]] implant or the [[Psycasts#Painblock|Painblock]] psycast {{RoyaltyIcon}} will get rid of all a colonist's pain and negate any pain-related mood penalties. Note that colonists with the Masochist trait get a mood ''bonus'' from pain instead of a penalty, so it's usually better to leave them alone.&lt;br /&gt;
&lt;br /&gt;
Injuries to artificial parts do not cause any pain, so colonists with a lot of bionics will generally incur less pain during combat.&lt;br /&gt;
&lt;br /&gt;
===Formula===&lt;br /&gt;
Pain for a given pawn is the sum of the pain from each individual injury, with two extra steps at the end:&lt;br /&gt;
* &amp;lt;code&amp;gt;pain = pain / healthFactor&amp;lt;/code&amp;gt; for pawns with a healthFactor other than 1.0 (like [[grizzly bear]]s and other large animals).  Humans have a healthFactor of 1.0, so this doesn't impact humans&lt;br /&gt;
* &amp;lt;code&amp;gt;pain = pain * painFactor&amp;lt;/code&amp;gt; from health conditions which alter pain.  This includes pain-reducing drugs like [[flake]] and [[yayo]] as well as anesthetic used during operations&lt;br /&gt;
&lt;br /&gt;
Pain from an individual injury is the product of the severity of the injury (the number of HP missing for things like cuts and burns) and the pain per severity for the injury type.  For example:&lt;br /&gt;
*30 burn damage causes 30 damage &amp;amp;times; 0.01875 pain per severity = 56.25% pain&lt;br /&gt;
*30 cut damage causes 30 damage &amp;amp;times; 0.00625 pain per severity =  18.75% pain&lt;br /&gt;
&lt;br /&gt;
For the complete table of pain vs damage, see [[Health Difficulties]]&lt;br /&gt;
&lt;br /&gt;
===Thresholds===&lt;br /&gt;
Pain creates moodlets of different values at 4 stages depending on pain severity.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_10 text-center}}&lt;br /&gt;
! Level !! Required Pain % !! Mood Penalty !! Stat Penalty&lt;br /&gt;
|-&lt;br /&gt;
| Minor           ||  1% || -5 || ? &lt;br /&gt;
|-&lt;br /&gt;
| Serious         || 15% || -10 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Intense         || 40% || -15 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Mind-shattering || 80% || -20 || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
0 to 12% pain = -0% Consciousness&amp;lt;br&amp;gt;&lt;br /&gt;
13% pain = -1% Con&amp;lt;br&amp;gt;&lt;br /&gt;
14 to 15% pain = -2% Con&amp;lt;br&amp;gt;&lt;br /&gt;
16 to 18% pain = -3% Con&amp;lt;br&amp;gt;&lt;br /&gt;
19 to 20% pain = -4% Con&amp;lt;br&amp;gt;&lt;br /&gt;
21 to 22% pain = -5% Con&amp;lt;br&amp;gt;&lt;br /&gt;
23 to 24% pain = -6% Con&amp;lt;br&amp;gt;&lt;br /&gt;
25 to 26% pain = -7% Con&amp;lt;br&amp;gt;&lt;br /&gt;
27 to 29% pain = -8% Con&amp;lt;br&amp;gt;&lt;br /&gt;
30 to 31% pain = -9% Con&amp;lt;br&amp;gt;&lt;br /&gt;
32 to 33% pain = -10% Con&amp;lt;br&amp;gt;&lt;br /&gt;
34 to 35% pain = -11% Con&amp;lt;br&amp;gt;&lt;br /&gt;
36 to 38% pain = -12% Con&amp;lt;br&amp;gt;&lt;br /&gt;
39 to 40% pain = -13% Con&amp;lt;br&amp;gt;&lt;br /&gt;
41 to 43% pain = -14% Con&amp;lt;br&amp;gt;&lt;br /&gt;
44% pain = -15% Con&amp;lt;br&amp;gt;&lt;br /&gt;
45 to 47% pain = -16% Con&amp;lt;br&amp;gt;&lt;br /&gt;
48 to 49% pain = -17% Con&amp;lt;br&amp;gt;&lt;br /&gt;
50 to 52% pain = -18% Con&amp;lt;br&amp;gt;&lt;br /&gt;
53 to 54% pain = -19% Con&amp;lt;br&amp;gt;&lt;br /&gt;
55 to 56% pain = -20% Con&amp;lt;br&amp;gt;&lt;br /&gt;
57 to 58% pain = -21% Con&amp;lt;br&amp;gt;&lt;br /&gt;
59 to 60% pain = -22% Con&amp;lt;br&amp;gt;&lt;br /&gt;
61 to 63% pain = -23% Con&amp;lt;br&amp;gt;&lt;br /&gt;
64 to 65% pain = -24% Con&amp;lt;br&amp;gt;&lt;br /&gt;
66 to 67% pain = -25% Con&amp;lt;br&amp;gt;&lt;br /&gt;
68 to 69% pain = -26% Con&amp;lt;br&amp;gt;&lt;br /&gt;
70 to 71% pain = -27% Con&amp;lt;br&amp;gt;&lt;br /&gt;
72 to 74% pain = -28% Con&amp;lt;br&amp;gt;&lt;br /&gt;
75 to 77% pain = -29% Con&amp;lt;br&amp;gt;&lt;br /&gt;
78% pain = -30% Con&amp;lt;br&amp;gt;&lt;br /&gt;
79% pain = -31% Con&amp;lt;br&amp;gt;&lt;br /&gt;
80% pain = Pawn Downed&amp;lt;br&amp;gt;&lt;br /&gt;
81 to 83% pain = -32% Con&amp;lt;br&amp;gt;&lt;br /&gt;
84 to 85% pain = -33% Con&amp;lt;br&amp;gt;&lt;br /&gt;
86 to 88% pain = -34% Con&amp;lt;br&amp;gt;&lt;br /&gt;
89% pain = -35% Con&amp;lt;br&amp;gt;&lt;br /&gt;
90 to 92% pain = -36% Con&amp;lt;br&amp;gt;&lt;br /&gt;
93 to 94% pain = -37% Con&amp;lt;br&amp;gt;&lt;br /&gt;
95 to 96% pain = -38% Con&amp;lt;br&amp;gt;&lt;br /&gt;
97 to 99% pain = -39% Con&amp;lt;br&amp;gt;&lt;br /&gt;
100% pain = -40% Con&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modifiers ===&lt;br /&gt;
{{Stub|section=1|Many other hediffs cause pain or change pain factors. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed.}}&lt;br /&gt;
====Pain factors====&lt;br /&gt;
Factors cause the game code to MULTIPLY pain X a number. Small numbers reduce pain a lot. Large numbers reduce pain a little.&lt;br /&gt;
&lt;br /&gt;
* [[Painstopper]]: '''×0%'''&lt;br /&gt;
* [[Go-juice]]: '''×10%'''&lt;br /&gt;
* [[Psycasts#Painblock|Painblock]] psycast: {{RoyaltyIcon}} '''×10%'''&lt;br /&gt;
* [[Yayo]]: '''×50%'''&lt;br /&gt;
* [[Luciferium]]: '''×80%'''&lt;br /&gt;
* [[Psychite tea]]: '''×90%'''&lt;br /&gt;
&lt;br /&gt;
[[Beer]] gives a variable reduction in pain depending on the dose of beer consumed.&lt;br /&gt;
&lt;br /&gt;
* [[Beer]]: (See also [[#Offsets|Offsets]])&lt;br /&gt;
** Warm: '''×90%'''&lt;br /&gt;
** Tipsy: '''×80%'''&lt;br /&gt;
** Drunk: '''×50%'''&lt;br /&gt;
** Hammerred: '''×30%'''&lt;br /&gt;
** Blackout: '''×10%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pain offsets ====&lt;br /&gt;
Offsets cause the game code to ADD OR SUBTRACT a number from the pawn's pain. Small numbers are less effective at reducing pain than large numbers. However, if the pawn only has a small amount of pain, an equally small offset will be totally effective at removing all pain. Positive numbers add pain. Negative numbers reduce pain.&lt;br /&gt;
&lt;br /&gt;
* [[Beer]]: (See also [[#Factors|Factors]])&lt;br /&gt;
** Blackout: {{++|5%}}&lt;br /&gt;
* [[Smokeleaf joint|Stoned on smokeleaf]]: {{---|20%}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] -  Added. Pain level is tracked. A character in too much pain will become incapacitated.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wzfyc8v2wfszscr1&amp;topic_postId=wzfyc8v2wjr20gp9&amp;topic_revId=wzfyc8v2wjr20gp9&amp;action=single-view</id>
		<title>Topic:Wzfyc8v2wfszscr1</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wzfyc8v2wfszscr1&amp;topic_postId=wzfyc8v2wjr20gp9&amp;topic_revId=wzfyc8v2wjr20gp9&amp;action=single-view"/>
		<updated>2022-07-16T23:15:55Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Bullwinkle&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Bullwinkle (page does not exist)&quot;&gt;&lt;bdi&gt;Bullwinkle&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Bullwinkle&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Bullwinkle&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Bullwinkle&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Bullwinkle&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wzfyc8v2wfszscr1&amp;amp;topic_showPostId=wzfyc8v2wjr20gp9#flow-post-wzfyc8v2wjr20gp9&quot;&gt;commented&lt;/a&gt; on &quot;Pawns section should include move speed&quot; (&lt;em&gt;I went to add the movement speed to the table in the Pawns section, and noticed a comment in the code saying that section is not for gene...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Insectoids&amp;diff=105437</id>
		<title>Insectoids</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Insectoids&amp;diff=105437"/>
		<updated>2022-07-16T23:09:33Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Summary */  added the fact that they move slowly and are susceptible to kiting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Format standardisation (see other faction pages)}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{see also|Infestation}}&lt;br /&gt;
'''Insectoids''' are slow-moving, melee-only insect-like [[animals]]. They are not always automatically hostile to colonists, but can be a serious surprise threat to any colony when encountered during an [[infestation]]. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
{{See also|Lore}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Quote|These giant insect-like creatures live underground and burrow up to attack when attracted by noise or pheromone signals. Originally from the planet Sorne, interstellar entrepreneurs managed to capture, genetically-modify, and vat-grow the insect colonies for use as weapons. It's not clear who placed Sorne insects on this planet, but they are here and as dangerous as ever.|Faction description}}&lt;br /&gt;
Only a limited amount is known as about the origins of Insectoids, and most is provided from the faction description above. The planet Sorne was the original homeworld of the [[insectoid]]s, before they were captured, genetically modified, and [[Lore#Technologies and Militaries|vat-grown]] by interstellar entrepreneurs for use as weapons, and exported to other worlds by parties unknown. As all seemingly-alien life is claimed to have originated on Earth,&amp;lt;includeonly&amp;gt;&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;&amp;gt;[[Lore#Cryptosleep Revival Briefing|Cryptosleep Revival Briefing]]&amp;lt;/ref&amp;gt;&amp;lt;/noinclude&amp;gt; it is possible that the original pre-weaponization Sorne Geneline evolved from Earth life on the planet, or were already genetically engineered for some reason before being modified again.&amp;lt;ref name=&amp;quot;Insectoid Faction Description&amp;quot;&amp;gt;[[Insectoid]] Faction Description&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of the modification is known however - they were intended to act as artificial ecosystem of insectoids designed to fight mechanoid invasions.&amp;lt;ref name=&amp;quot;Megascarab Description&amp;quot;&amp;gt;[[Megascarab]] description&amp;lt;/ref&amp;gt; Given the past tense used in the source, it is possible that the current insectoid ecosystem seen on the rimworld does not function as originally designed. Notably however, [[mechanoids]] and insectoids do remain permanently hostile to each other, a fact that can occasionally be exploited.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Rewrite|section=1|reason=Stub &amp;amp; Cleanup}}&lt;br /&gt;
Insectoids have no &amp;quot;ranged&amp;quot; attack, relying purely on their powerful melee abilities in combat. Once triggered, they move slowly, attack directly and mindlessly, so are vulnerable to traps and more sophisticated tactics including kiting.&lt;br /&gt;
&lt;br /&gt;
Like pirates, they have a hostile attitude to every faction in the world, including [[ancients]] and [[mechanoids]]. It is possible to manipulate this to your advantage if both are on the map at the same time.&lt;br /&gt;
&lt;br /&gt;
[[File:Insectoids from Infestation rushed up to 150 tiles after triggering old deadfall trap.png|200px|thumb|right|Insectoids from Infestation attack after triggering old trap]]&lt;br /&gt;
&lt;br /&gt;
Insectoids from infestations may trigger traps, causing them to rush towards a random direction up to 100 tiles away in a single horde and then return when no hostile was found. It's best to let them retreat before striking again, to prevent them from rushing through the whole map, as any tile they use to sleep will reset their range until they get back to their hives. &lt;br /&gt;
&lt;br /&gt;
* Megascarabs inhabit [[desert]] and [[extreme desert]] maps together with other [[animal|local animals]], and are non-hostile unless harmed. This is the only insectoid form to be &amp;quot;local wildlife&amp;quot; to a [[biome]].&lt;br /&gt;
* During an [[infestation]], all varieties may spawn from [[hive]]s, and keep spawning until the hive is destroyed. Insectoids will protect their hive by attacking any humans or animals that venture too close but keep to themselves otherwise. &lt;br /&gt;
* Insectoids may also be found in [[Ancient shrine|ancient structure]]s. Additionally megascarabs may also be found within [[ancient cryptosleep casket]]s. Since the Ancient structures are usually under a mountain, sudden infestations can take place in the underground areas as separate events.&lt;br /&gt;
* It is ''possible'' to tame them, but, since they are always hostile, it's usually only once they are [[downed]].&lt;br /&gt;
* All insectoids experience [[hypothermic slowdown]] instead of [[hypothermia]] and have 0 [[Toxic Sensitivity]], rendering them immune to [[toxic buildup]] from any source.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
{{List|Insectoid|}}&lt;br /&gt;
== Pawns ==&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Armor || DPS !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Megascarab]]&lt;br /&gt;
|[[{{Q|Megascarab|Image}}|50px]] || 40 || {{Q|Megascarab|Armor - Sharp}}% / {{Q|Megascarab|Armor - Blunt}}% / {{Q|Megascarab|Armor - Heat|0}}% || {{Q|Megascarab|Mob Average DPS}} || &amp;lt;!--Before adding anything to these sections, see its purpose on other faction pages. They are not for general analysis--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Megaspider]]&lt;br /&gt;
|[[{{Q|Megaspider|Image}}|50px]] || 150 || {{Q|Megaspider|Armor - Sharp}}% / {{Q|Megaspider|Armor - Blunt}}% / {{Q|Megaspider|Armor - Heat|0}}% || {{Q|Megaspider|Mob Average DPS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Spelopede]]&lt;br /&gt;
|[[{{Q|Spelopede|Image}}|50px]] || 75 || {{Q|Spelopede|Armor - Sharp}}% / {{Q|Spelopede|Armor - Blunt}}% / {{Q|Spelopede|Armor - Heat|0}}% || {{Q|Spelopede|Mob Average DPS}} || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|factions|wide}}&lt;br /&gt;
{{disambiguation}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Animals|#Insectoids]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Insectoids&amp;diff=105436</id>
		<title>Insectoids</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Insectoids&amp;diff=105436"/>
		<updated>2022-07-16T23:08:44Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: Changed opening sentence to remove lore and add basic combat info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Format standardisation (see other faction pages)}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{see also|Infestation}}&lt;br /&gt;
'''Insectoids''' are slow-moving, melee-only insect-like [[animals]]. They are not always automatically hostile to colonists, but can be a serious surprise threat to any colony when encountered during an [[infestation]]. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
{{See also|Lore}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Quote|These giant insect-like creatures live underground and burrow up to attack when attracted by noise or pheromone signals. Originally from the planet Sorne, interstellar entrepreneurs managed to capture, genetically-modify, and vat-grow the insect colonies for use as weapons. It's not clear who placed Sorne insects on this planet, but they are here and as dangerous as ever.|Faction description}}&lt;br /&gt;
Only a limited amount is known as about the origins of Insectoids, and most is provided from the faction description above. The planet Sorne was the original homeworld of the [[insectoid]]s, before they were captured, genetically modified, and [[Lore#Technologies and Militaries|vat-grown]] by interstellar entrepreneurs for use as weapons, and exported to other worlds by parties unknown. As all seemingly-alien life is claimed to have originated on Earth,&amp;lt;includeonly&amp;gt;&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;/&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;ref name=&amp;quot;Cryptosleep Revival Briefing&amp;quot;&amp;gt;[[Lore#Cryptosleep Revival Briefing|Cryptosleep Revival Briefing]]&amp;lt;/ref&amp;gt;&amp;lt;/noinclude&amp;gt; it is possible that the original pre-weaponization Sorne Geneline evolved from Earth life on the planet, or were already genetically engineered for some reason before being modified again.&amp;lt;ref name=&amp;quot;Insectoid Faction Description&amp;quot;&amp;gt;[[Insectoid]] Faction Description&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The purpose of the modification is known however - they were intended to act as artificial ecosystem of insectoids designed to fight mechanoid invasions.&amp;lt;ref name=&amp;quot;Megascarab Description&amp;quot;&amp;gt;[[Megascarab]] description&amp;lt;/ref&amp;gt; Given the past tense used in the source, it is possible that the current insectoid ecosystem seen on the rimworld does not function as originally designed. Notably however, [[mechanoids]] and insectoids do remain permanently hostile to each other, a fact that can occasionally be exploited.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Rewrite|section=1|reason=Stub &amp;amp; Cleanup}}&lt;br /&gt;
Insectoids have no &amp;quot;ranged&amp;quot; attack, relying purely on their powerful melee abilities in combat. Once triggered, they attack directly and mindlessly, so are vulnerable to traps and more sophisticated tactics.&lt;br /&gt;
&lt;br /&gt;
Like pirates, they have a hostile attitude to every faction in the world, including [[ancients]] and [[mechanoids]]. It is possible to manipulate this to your advantage if both are on the map at the same time.&lt;br /&gt;
&lt;br /&gt;
[[File:Insectoids from Infestation rushed up to 150 tiles after triggering old deadfall trap.png|200px|thumb|right|Insectoids from Infestation attack after triggering old trap]]&lt;br /&gt;
&lt;br /&gt;
Insectoids from infestations may trigger traps, causing them to rush towards a random direction up to 100 tiles away in a single horde and then return when no hostile was found. It's best to let them retreat before striking again, to prevent them from rushing through the whole map, as any tile they use to sleep will reset their range until they get back to their hives. &lt;br /&gt;
&lt;br /&gt;
* Megascarabs inhabit [[desert]] and [[extreme desert]] maps together with other [[animal|local animals]], and are non-hostile unless harmed. This is the only insectoid form to be &amp;quot;local wildlife&amp;quot; to a [[biome]].&lt;br /&gt;
* During an [[infestation]], all varieties may spawn from [[hive]]s, and keep spawning until the hive is destroyed. Insectoids will protect their hive by attacking any humans or animals that venture too close but keep to themselves otherwise. &lt;br /&gt;
* Insectoids may also be found in [[Ancient shrine|ancient structure]]s. Additionally megascarabs may also be found within [[ancient cryptosleep casket]]s. Since the Ancient structures are usually under a mountain, sudden infestations can take place in the underground areas as separate events.&lt;br /&gt;
* It is ''possible'' to tame them, but, since they are always hostile, it's usually only once they are [[downed]].&lt;br /&gt;
* All insectoids experience [[hypothermic slowdown]] instead of [[hypothermia]] and have 0 [[Toxic Sensitivity]], rendering them immune to [[toxic buildup]] from any source.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
{{List|Insectoid|}}&lt;br /&gt;
== Pawns ==&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Armor || DPS !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Megascarab]]&lt;br /&gt;
|[[{{Q|Megascarab|Image}}|50px]] || 40 || {{Q|Megascarab|Armor - Sharp}}% / {{Q|Megascarab|Armor - Blunt}}% / {{Q|Megascarab|Armor - Heat|0}}% || {{Q|Megascarab|Mob Average DPS}} || &amp;lt;!--Before adding anything to these sections, see its purpose on other faction pages. They are not for general analysis--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Megaspider]]&lt;br /&gt;
|[[{{Q|Megaspider|Image}}|50px]] || 150 || {{Q|Megaspider|Armor - Sharp}}% / {{Q|Megaspider|Armor - Blunt}}% / {{Q|Megaspider|Armor - Heat|0}}% || {{Q|Megaspider|Mob Average DPS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Spelopede]]&lt;br /&gt;
|[[{{Q|Spelopede|Image}}|50px]] || 75 || {{Q|Spelopede|Armor - Sharp}}% / {{Q|Spelopede|Armor - Blunt}}% / {{Q|Spelopede|Armor - Heat|0}}% || {{Q|Spelopede|Mob Average DPS}} || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|factions|wide}}&lt;br /&gt;
{{disambiguation}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Animals|#Insectoids]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Geothermal_generator&amp;diff=105416</id>
		<title>Geothermal generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Geothermal_generator&amp;diff=105416"/>
		<updated>2022-07-15T02:22:21Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Analysis */ typo, grammar, stYLe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted|note=Geo genny with 1 wide gap between it and a three wide stone wall}}{{infobox main|building|&lt;br /&gt;
| name = Geothermal generator&lt;br /&gt;
| image = GeothermalPlant.png&lt;br /&gt;
| imagesize = 160px&lt;br /&gt;
| description = Produces electricity from geothermal steam geysers. Must be placed on a steam geyser.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Power&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 = 6 ˣ 6&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 500&lt;br /&gt;
| beauty = -30&lt;br /&gt;
| power = 3600&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = geothermal power&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 12000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 340&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 8&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''geothermal generator''' is a [[power]] generator that can be built on top of a [[steam geyser]] to convert natural heat into electrical power, providing a constant {{P|Power Consumption}}W. Steam geysers are randomly generated per map, sometimes close to each other, others scattered towards the edges or center. Colonies are often seen built in their proximity from early days for future benefit.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Geothermal generators can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Geothermal generators are power generators that can only be built atop a [[steam geyser]], and once constructed produce a constant supply of {{P|Power Consumption}}W. This power supply is infinite, invariable, and unaffected by [[weather]]. Like all power systems however, is still susceptible to [[solar flare]]s and similar effects. &lt;br /&gt;
&lt;br /&gt;
The construction of a geothermal generator does not inhibit the [[Temperature|heat]] created by the steam geyser, and the geyser will still heat rooms if enclosed.{{Check Tag|Any Change?|Rooms still heat up, but is it exactly as fast as without the generator?}} If enclosed in a roofed {{P|Size}} room, the heat generated can be sufficient to autoignite the generator in some [[biomes]].&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Geothermal generators are excellent as a sustainable power source, providing a relatively large amount of permanent, free energy. This comes at the cost of being locked into set positions on map generation, however it is often worth choosing a base location based on its access to nearby steam geysers. Having access to a single geyser can significantly offset a colony's power needs, while having several can potentially fully supply a modest late-game base. &lt;br /&gt;
&lt;br /&gt;
If geysers are available in reasonable locations, [[Research#{{P|Required Research}}|{{P|Required Research}}]] should be researched relatively early to provide free power for your growing base. &lt;br /&gt;
&lt;br /&gt;
As they usually make up a significant portion of a colony's power generation, are relatively expensive to construct, and geysers can spawn in vulnerable locations, care should be taken to defend Geothermal generators from destruction. Typically this will take the form of a [[Flammability|nonflammable]] [[stone]] [[wall]] several layers thick and, optionally, some method of protecting the [[power conduit]] leading to the base itself such as a wall or corridor. Note that the generator can be built indoors, but this can cause [[Temperature|heat]] buildup and eventually [[fire]]. A prevention method is to intentionally [[Remove roof area|unroof]] the setup. If the geyser is inside a base, then leaving an open path, an open [[vent]], or an open [[door]] can be used to pipe the heat [[Environment#Openness|outside]] or into other rooms. Depending on the biome, simply expanding the size of the room to a floor size of 7x7 is often sufficient to prevent autoignition. Doors should be installed to allow for maintenance, however regular stone doors are sufficient for this and can be stacked directly next to each other as entrances will be rare enough to make the stacking speed penalties negligble and the durable and nonflammable nature will be more important.&lt;br /&gt;
&lt;br /&gt;
In cold [[biomes]], the heat from the geyser itself can be beneficial. The amount of heat it provides is only a little more than a normal [[heater]],{{Check Tag|Fact Check}} and is not controllable beyond opening and closing doors and vents, and/or building and tearing down walls with the change of seasons. Depending on the outside temperature, if closed under roof a geothermal generator can heat up to 8 rooms of 6x6 placed symmetrically around it with a 1 tile corridor in between.&lt;br /&gt;
&lt;br /&gt;
A geothermal generator and 2 batteries can power a sun lamp and full set of [[hydroponics basin]]s.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=105371</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=105371"/>
		<updated>2022-07-12T19:31:12Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Naturally generated surfaces */ changed move speed for rough-hewn stone from 87% to 93. Now in line with the rough-hewn stone page, and in-game. Also typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{For|the standard furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - With the exception of [[Decorative Plants|decorative plants]], plants only grow when the light level is at least 51%.&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This effects...&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced movement speed, scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%.&lt;br /&gt;
:* [[Decorative Plants|Decorative plants]] will grow in any light 30% or more.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! data-sort-type=&amp;quot;number&amp;quot; | Radius Lit &amp;gt;=30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Torch lamp]] || {{Q|Torch lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp]] || {{Q|Standing lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp (red)]]/[[Standing lamp (green)|(green)]]/[[Standing lamp (blue)|(blue)]] || {{Q|Standing lamp (blue)|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun lamp]] || {{Q|Sun lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Campfire]] || {{Q|Campfire|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Brazier]] {{RoyaltyIcon}} || {{Q|Brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darklight brazier]] {{RoyaltyIcon}}{{IdeologyIcon}} || {{Q| Darklight brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darktorch]]{{IdeologyIcon}} || {{Q| Darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungus darktorch]]{{IdeologyIcon}} || {{Q| Fungus darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing darklamp]]{{IdeologyIcon}} || {{Q| Standing darklamp|Light Radius}} tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a variety of objects that incidentally generate light including, but not limited to, the [[electric crematorium]], [[electric smelter]], [[heater]], [[wood-fired generator]], and [[chemfuel powered generator]].&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
The timing and strength of daylight is affected by latitude and time of year, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{For|the player-built flooring|Floors#Types of Flooring{{!}}Floors}}&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Move Speed Modifier !! [[Fertility]] !! Terrain Support&lt;br /&gt;
|-&lt;br /&gt;
! Broken asphalt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Chest-deep moving water&lt;br /&gt;
| 22% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep ocean water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Ice&lt;br /&gt;
| 52% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 81% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Marsh&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 46% || 100% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Mud&lt;br /&gt;
| 52% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Packed dirt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 87% || 140% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| 87% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| 93% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 76% || 10% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Shallow ocean water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow moving water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Soft sand&lt;br /&gt;
| 52% || 0% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Soil&lt;br /&gt;
| 87% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 87% || 70% || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature.&lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Exact details of how large fires on the map cause rain needed}}&lt;br /&gt;
&amp;lt;!--When a number of fires are detected on a map, the &amp;quot;firewatcher&amp;quot; process will increment progress to rainy weather. Exact mechanics are unknown --&amp;gt;&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. Wind speed continually varies between 0% to 100% but it is not displayed onscreen. Wind speed is a direct multiplier of a wind turbine's power output. At 50% wind speed a wind turbine produces 1500W of its 3450W max. The [[Condition causer#Weather controller|&amp;quot;weather controller&amp;quot; condition causer]] can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style = &amp;quot;text-align: left; font-size:120%;&amp;quot; | Weather types&lt;br /&gt;
|-&lt;br /&gt;
!Label&lt;br /&gt;
!Time of year&lt;br /&gt;
!Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Accuracy modifier&lt;br /&gt;
!Movement speed modifier&lt;br /&gt;
!Wind speed&lt;br /&gt;
!Wind speed modifier&lt;br /&gt;
!Can put out fires&lt;br /&gt;
!Snowing rate&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fog&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|50%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|Can accompany rain to create Foggy Rain&lt;br /&gt;
|-&lt;br /&gt;
|Rain&lt;br /&gt;
|Any&lt;br /&gt;
|0 - 100°C&lt;br /&gt;
|80%&lt;br /&gt;
|90%&lt;br /&gt;
|Calm to Moderate&lt;br /&gt;
|80%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|Dry Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|[[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.&lt;br /&gt;
|-&lt;br /&gt;
|Rainy Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Foggy rain&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|90%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hard snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| -270 to -0.5°C&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|120%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Soft snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| -270 to -0.5°C&lt;br /&gt;
|80%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|80%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunderstorms, or artificially with the [[Psycasts#Flashstorm|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s in the area of effect. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Peace_talks&amp;diff=105369</id>
		<title>Peace talks</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Peace_talks&amp;diff=105369"/>
		<updated>2022-07-12T05:36:15Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: Attempting to create a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Quests]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archotech_eye&amp;diff=105368</id>
		<title>Archotech eye</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archotech_eye&amp;diff=105368"/>
		<updated>2022-07-12T04:38:36Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|&lt;br /&gt;
| name = Archotech eye&lt;br /&gt;
| image = Health item archotech.png|Archotech eye&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = An artificial eye built by an archotech. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Externally, it looks like a natural human eye, except it can change color at will. Its internal workings are a mystery to all human minds.&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue  = 2800&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''Archotech eye''' is an eye replacement which provides 150% [[sight]] efficiency. A superior version of the [[bionic eye]]. &lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Archotech eyes cannot be crafted. They can only be obtained through [[trade]], as a reward from [[quests]], from raiding [[Ancient shrine|ancient shrines]]{{IdeologyIcon}} (as a potential loot from [[Security crate]] or [[Hermetic crate]]), or at an extremely rare rate from random drop pod crashing.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Summary stuff goes here&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Installing a single archotech eye increases sight by 38%, and a second increases it by 12% to the expected 150%, since the game gives a greater weighting on the more capable part when calculating sight, with the best eye contributing 75% of a pawn's sight capability.&lt;br /&gt;
&lt;br /&gt;
The Archotech eye can be very useful for combat as it greatly increases both melee and ranged accuracy.  Cooking speed is also substantially improved.  Vision above 100% also grants a bonus to melee dodge, medical tend quality, medical tend speed, and research speed.  While most other skills are impacted by sight, they have 100% sight caps and will only see an effect if the colonist has their vision impaired for some reason.&lt;br /&gt;
&lt;br /&gt;
A single archotech eye is enough to cap research and medical tend speed, and brings medical tend quality and melee dodge to very near their cap (138 / 140).  Adding a second, [[bionic eye]] will hit these caps as well.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archotech_eye&amp;diff=105367</id>
		<title>Archotech eye</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archotech_eye&amp;diff=105367"/>
		<updated>2022-07-12T04:37:20Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Analysis */  reworded one sentence for clarity and to put the most immediately important stuff at the start, details at the end.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|&lt;br /&gt;
| name = Archotech eye&lt;br /&gt;
| image = Health item archotech.png|Archotech eye&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = An artificial eye built by an archotech. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Externally, it looks like a natural human eye, except it can change color at will. Its internal workings are a mystery to all human minds.&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue  = 2800&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''Archotech eye''' is an eye replacement which provides 150% [[sight]] efficiency. A superior version of the [[bionic eye]]. &lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Archotech eyes cannot be crafted. They can only be obtained through [[trade]], as a reward from [[quests]], from raiding [[Ancient shrine|ancient shrines]]{{IdeologyIcon}} (as a potential loot from [[Security crate]] or [[Hermetic crate]]), or at an extremely rare rate from random drop pod crashing.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Summary stuff goes here&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Installing a single archotech eye increases sight by 38%, and a second increases it by 12% to the expected 150%, since the game gives a greater weighting on the more capable part when calculating sight, with the best eye contributing to 75% of a pawn's sight capability.&lt;br /&gt;
&lt;br /&gt;
The Archotech eye can be very useful for combat as it greatly increases both melee and ranged accuracy.  Cooking speed is also substantially improved.  Vision above 100% also grants a bonus to melee dodge, medical tend quality, medical tend speed, and research speed.  While most other skills are impacted by sight, they have 100% sight caps and will only see an effect if the colonist has their vision impaired for some reason.&lt;br /&gt;
&lt;br /&gt;
A single archotech eye is enough to cap research and medical tend speed, and brings medical tend quality and melee dodge to very near their cap (138 / 140).  Adding a second, [[bionic eye]] will hit these caps as well.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archotech_arm&amp;diff=105358</id>
		<title>Archotech arm</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archotech_arm&amp;diff=105358"/>
		<updated>2022-07-11T19:06:53Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Analysis */ Good point about the cap. I added small additional perspective.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Archotech arm&lt;br /&gt;
| image = Health item archotech.png|Archotech arm&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = An artifical arm built by an archotech. It's strong enough to crush a thick hardwood branch in its hand, and precise enough to write a sonnet on a grain of rice. It looks and feels like natural flesh, but it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| meleeattack1dmg = 14&lt;br /&gt;
| meleeattack1type = Blunt&lt;br /&gt;
| meleeattack1part = Fist&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 21&lt;br /&gt;
| MeleeWeaponAverageDPS = 7&lt;br /&gt;
| MeleeWeaponAverageAP = 21&lt;br /&gt;
| damage type = Blunt&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| mass = 4&lt;br /&gt;
| marketvalue = 2800&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
{{Info|An '''archotech arm''' is an [[artificial body part]] that acts as a replacement for a pawn's natural arm, increasing [[Manipulation]] by 25% per arm while also offering a significantly more powerful punch attack and acting as a [[body part weapon]].}}&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Archotech arms cannot be crafted. They can only be obtained through [[trade]], as a reward from [[quests]], randomly found inside or in the [[hermetic crate]]s{{IdeologyIcon}} of [[ancient shrine]]s,  as potential loot inside the hermetic and [[security crate]]s{{IdeologyIcon}} in [[ancient complex]]es{{IdeologyIcon}}, or at an extremely rare rate from random drop pod crashing.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Archotech arms replace the user's organic arm up to and including the shoulder. They are universal and can be installed on either the left or right. The archotech arm has a part efficiency of 150%. This not only fully replaces the functionality of a normal arm - when coupled with the arm body part having a [[Manipulation]] importance of 50%, it results in an increase in manipulation of 25% for each archotech arm installed. Manipulation, in turn, affects a great many [[stats]]. For a full list of affected stats, see [[Manipulation#Affected stats|Manipulation]].&lt;br /&gt;
&lt;br /&gt;
An archotech arm also replaces the natural &amp;quot;Fist&amp;quot; attack all [[Human]]s have with an over 70% more powerful, but otherwise equivalent, punch.&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;
! colspan='2'|Name !! Damage !! DPS !! AP !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|Heart|32}}&lt;br /&gt;
! style='text-align: left !important;'| Human Fist&lt;br /&gt;
| {{Q|Human|Attack 1 Damage}}&lt;br /&gt;
| {{Q|Human|Attack 1 DPS}}&lt;br /&gt;
| {{Q|Human|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|{{PAGENAME}}|32}}&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
| {{P|Attack 1 Damage}}&lt;br /&gt;
| {{P|MeleeDPS}}&lt;br /&gt;
| {{P|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{stub|section=1|reason=Tiny analysis. Need expansion on: What jobs benefit? Who should get it first? Does it benefit melee or ranged? Its effect on armor coverage etc etc etc}}&lt;br /&gt;
&lt;br /&gt;
Useful for everything affected by [[Manipulation]] including [[Cooking Speed]], [[General Labor Speed]], [[Carrying Capacity]] and many others. &lt;br /&gt;
&lt;br /&gt;
For combat, the increased manipulation significantly improves [[Melee Hit Chance]]. When melee fighting without a weapon, Archotech arms do 14 damage per attack, and 7 [[DPS]]. For unarmed combat, this is somewhat high, compared to the {{Q|Human|Attack 1 Damage}} damage from fists and {{Q|Bionic arm|Attack 1 Damage}} from [[bionic arm]]s and is in fact roughly equivalent to Normal-[[quality]] [[steel]] [[mace]]. In core, this is only outmatched by the [[power claw]], which does 22 damage and inflicts bleeding wounds, or dedicated implant weapons from the [[Royalty DLC]] such as the [[Venom talon]].&lt;br /&gt;
&lt;br /&gt;
While manipulation does affect [[Shooting Accuracy]], no benefit is gained from having a manipulation over 100%. Thus, the archotech arm only improves the accuracy of pawns with damaged manipulation, and depending on the exact source of the manipulation penalty, potentially only improving it as much as having a bionic or even healthy natural arm already would. While the Archotech arm might not improve accuracy for a healthy shooter, it does create a reserve pool of extra manipulation; a shooter with &amp;gt;100% manipulation could receive a significant injury and continue shooting without decreased accuracy until they drop below 100%.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smokeleaf_joint&amp;diff=105357</id>
		<title>Smokeleaf joint</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smokeleaf_joint&amp;diff=105357"/>
		<updated>2022-07-11T18:52:45Z</updated>

		<summary type="html">&lt;p&gt;Bullwinkle: /* Detailed Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason= Format standardization, however see first: [[RimWorld_Wiki:To-do#Large_projects|Large Projects:Drugs]]}} {{infobox main|drug&lt;br /&gt;
| name = Smokeleaf joint&lt;br /&gt;
| image = Smokeleaf joint.png&lt;br /&gt;
| description = Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Joints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social drug&lt;br /&gt;
| marketvalue = 11&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| flammability = 1.3&lt;br /&gt;
&amp;lt;!-- Food --&amp;gt;&lt;br /&gt;
| addictiveness = 0.02&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| base ingest ticks = 720&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt; &lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| production facility 2 = Drug lab&lt;br /&gt;
| skill 1 = Cooking&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| resource 1 = Smokeleaf leaves&lt;br /&gt;
| resource 1 amount = 4&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| drug category = social&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| food type = Plant, Processed&lt;br /&gt;
| nurseable = true&lt;br /&gt;
&amp;lt;!-- Drug --&amp;gt;&lt;br /&gt;
| high severity = 0.5&lt;br /&gt;
| rest offset = -0.1&lt;br /&gt;
| tolerance severity = 0.03&lt;br /&gt;
&amp;lt;!-- Addiction --&amp;gt;&lt;br /&gt;
| min tolerance to addict = 0.15&lt;br /&gt;
| existing addiction severity offset = 0.06&lt;br /&gt;
| need level offset = 0.9&lt;br /&gt;
&amp;lt;!-- High --&amp;gt;&lt;br /&gt;
| hunger rate factor offset = 0.3&lt;br /&gt;
| pain offset = -0.2&lt;br /&gt;
| consciousness offset = -0.3&lt;br /&gt;
| moving offset = -0.1&lt;br /&gt;
&amp;lt;!-- Thought --&amp;gt;&lt;br /&gt;
| mood offset = 13&lt;br /&gt;
}}&lt;br /&gt;
The '''smokeleaf joint''', categorized in-game as a [[Social Drugs|&amp;quot;social&amp;quot; drug]], is available to all starting colonies, tribal and industrial. It is relatively safe to use, easy to produce and has a decent commercial value, but has some drawbacks, potentially including death.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
This is a relatively easy to acquire drug with moderate [[mood]] boosting and [[Recreation]] effects, but the high has significant penalties to Pawn [[Capacities]], such as decreased Consciousness and Moving. As such, it is advisable to change your colonists' [[drug policy]] setting from the default of free recreational use.&lt;br /&gt;
&lt;br /&gt;
As a social drug, consumption is relatively safe compared to [[Hard Drugs|hard drugs]]; one smokeleaf joint every 2 days will not cause dependency. If smoked more often and the smokeleaf [[tolerance]] reaches 15% or more, then consumption has a 2% chance to create [[Drugs#Addiction and Tolerance|addiction]]. Those with visible tolerance will develop [[asthma]] or [[carcinoma]] in the lungs in a mean time of 180 days.&lt;br /&gt;
&lt;br /&gt;
Despite a +13 mood boost and its relative safety, smokeleaf is not suitable for regular mood management due to its severe [[Consciousness]] penalty of 30%. Consciousness directly impacts Moving and Manipulation, and [[Manipulation]] in turn heavily impacts a very large number of critical pawn stats and most production speeds.&lt;br /&gt;
&lt;br /&gt;
The default [[Menus#Assign|drug policy]] for new colonists is set to &amp;quot;Social drugs&amp;quot;, which, also by default, has smokeleaf set to &amp;quot;For recreation&amp;quot;, meaning colonists are allowed to smoke a joint whenever they feel like it for joy and social purposes. Due to the [[#Warning|risks]] and the loss of productivity caused by smokeleaf highs, it is advisable to change this policy so joints are only used when needed to prevent [[mental break]]s.&lt;br /&gt;
&lt;br /&gt;
== Detailed Effects ==&lt;br /&gt;
'''Instant - upon consumption'''&lt;br /&gt;
* [[Recreation]]: +80%&lt;br /&gt;
* [[Rest]]: -10%&lt;br /&gt;
'''Whole-body &amp;quot;Stoned on smokeleaf&amp;quot; effect''' - for 12 hours, initially (the actual duration depends on the developed smokeleaf tolerance)&lt;br /&gt;
* [[Pain]]: -20%&lt;br /&gt;
* [[Consciousness]]: -30% (See Warning below)&lt;br /&gt;
* [[Moving]]: -10%&lt;br /&gt;
* Hunger rate offset: +30%&lt;br /&gt;
* [[Thoughts/Drugs|High on smokeleaf]], a +13 [[mood]] thought bound to the &amp;quot;Stoned on smokeleaf&amp;quot; effect and lasting as long&lt;br /&gt;
* Whole-body &amp;quot;Smokeleaf tolerance&amp;quot; effect: +3%, capped at 100%&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Crafting 1 smokeleaf joint consumes 4 [[smokeleaf leaves]]. No [[Research]] is required to unlock Smokeleaf Joint crafting.&lt;br /&gt;
&lt;br /&gt;
This task can be performed at a [[Crafting spot]] or [[Drug lab]], with an increased production speed at the Drug Lab compared to the Crafting Spot.&lt;br /&gt;
Joint production speed uses the [[Drug Cooking Speed]] stat, which is primarily affected by the crafter's [[Skills#Cooking|Cooking]] skill, and the Cooking skill is trained by this task.  Despite being Cooking-based, the [[Crafting]] work-type  must be enabled in the [[Work]] menu in order to perform this activity.&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
If a colonist's '''consciousness is currently below 30%''', smoking a joint can be '''FATAL'''.&lt;br /&gt;
&lt;br /&gt;
== Withdrawal Symptoms ==&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Mood -20&lt;br /&gt;
* Consciousness: -20%&lt;br /&gt;
* Moving: -15%&lt;br /&gt;
&lt;br /&gt;
Long-term effects and duration unknown&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* Version 1.0 the effect of the mood buff was decreased from 15 to 13.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Social Drug]]&lt;/div&gt;</summary>
		<author><name>Bullwinkle</name></author>
	</entry>
</feed>