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	<updated>2026-06-07T19:46:27Z</updated>
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		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Setting_up_a_solution&amp;diff=180699</id>
		<title>Modding Tutorials/Setting up a solution</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Setting_up_a_solution&amp;diff=180699"/>
		<updated>2026-06-07T13:44:56Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Linux */ more specific link to dotnet sdk install page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Setting Up a Solution}}&lt;br /&gt;
&lt;br /&gt;
{{BackToTutorials}}&lt;br /&gt;
&lt;br /&gt;
In this tutorial you will learn how to set up a solution, along with instructions on setting the output directory and files for more convenient building right into the Assemblies folder.&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
* The manual option in this tutorial requires you to have [[Modding_Tutorials/Mod_folder_structure#The Source and Assemblies folders|set up a Source and Assemblies folder]] (the Visual Studio automatic option sets this up for you).&lt;br /&gt;
* You will want to have an IDE installed: [[Modding Tutorials/Recommended software#IDE's|Recommended IDE's]].&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Setting up a solution=&lt;br /&gt;
Setting up can be different for different IDE's. Feel free to add '''''complete''''' instructions for your IDE of choice.&lt;br /&gt;
&lt;br /&gt;
===Visual Studio Community 2022===&lt;br /&gt;
''NOTE: Visual Studio 2022 is a rather heavy application (2-3 GB for basic functionality) but works out of the box. It is strongly recommended if you are on Windows and have a PC that can handle it. This tutorial is similar for other versions of Visual Studio.''&lt;br /&gt;
&lt;br /&gt;
First, ensure that you have the .NET desktop development workload feature installed. If you didn't select it during installation or if you aren't sure, you can click on Get Tools and Features under the Tools menu to check:&lt;br /&gt;
&lt;br /&gt;
[[File:Get Tools and Feature (VS2022).png|border|To verify that you have the proper module installed, click here.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Workload Selection (VS2022).png|border|Make sure you have the &amp;quot;.NET desktop development&amp;quot; workload installed.]]&lt;br /&gt;
&lt;br /&gt;
==== Option 1 (Manual Method):====&lt;br /&gt;
# Create a new class library project&lt;br /&gt;
## Once loaded, go to File -&amp;gt; New -&amp;gt; Project...&lt;br /&gt;
## Type &amp;quot;Class Library (.NET Framework)&amp;quot; in the search bar, and select the C# option. [[File:ClassLibrary.png|200px|thumb|right|Installing the .NET framework]]&lt;br /&gt;
## Enter your project name.&lt;br /&gt;
## Choose a location, preferably:&amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;(RimWorldInstallFolder)/Mods/(YourModName)/Source&amp;lt;/pre&amp;gt;&lt;br /&gt;
## Enter a solution name (optionally, tick &amp;quot;Place solution and project in the same directory&amp;quot;)&lt;br /&gt;
## Make sure Framework is &amp;quot;.NET Framework 4.7.2&amp;quot;&lt;br /&gt;
# In your project, set target framework and various other properties&lt;br /&gt;
## In your Solution Explorer (the panel usually located on the right), right click your project -&amp;gt; Properties (or expand your project and double click &amp;quot;Properties&amp;quot; with the wrench icon)&lt;br /&gt;
## ''Optional'': Under Application, change your Assembly and Namespace names to anything of your choice&lt;br /&gt;
## ''Optional'': You can go to Build -&amp;gt; Advanced... and set &amp;quot;Debugging information&amp;quot; to &amp;quot;Embedded&amp;quot; or &amp;quot;Portable&amp;quot; to remove the extraneous PDB file while also retaining full debug information. You can also set it to &amp;quot;None&amp;quot; to make your DLL smaller, but error stacktraces will have less useful information.&lt;br /&gt;
## Leave Advanced..., and set the Output Path to &amp;quot;..\..\Assemblies\&amp;quot; (Or wherever the Assemblies folder is)&lt;br /&gt;
# Add references to RimWorld code&lt;br /&gt;
## Expand your project in Solution Explorer. Then right click &amp;quot;References&amp;quot; -&amp;gt; Add Reference...&lt;br /&gt;
## Click Browse...&lt;br /&gt;
## Navigate towards &amp;lt;pre&amp;gt;RimWorldInstallPath/RimWorld******_Data/Managed&amp;lt;/pre&amp;gt; and select files: &amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;Assembly-CSharp.dll&amp;amp;#10;UnityEngine.CoreModule.dll&amp;lt;/pre&amp;gt;&lt;br /&gt;
## Click &amp;quot;Add&amp;quot;&lt;br /&gt;
## Click &amp;quot;OK&amp;quot; to close the Reference Manager.&lt;br /&gt;
## Right-click on both Assembly-CSharp.dll and UnityEngine.dll and set Copy Local to False (Properties pane).&lt;br /&gt;
&lt;br /&gt;
====Option 2 (Using Nuget):====&lt;br /&gt;
This option uses [https://www.nuget.org/packages/Krafs.Rimworld.Ref Krafs Rimworld Reference Package] it is less involved than using reference assemblies and is the recommended method.&amp;lt;/br&amp;gt;&lt;br /&gt;
#Follow the above up till ''Add references to RimWorld code''&lt;br /&gt;
#From the Tools menu, select NuGet Package Manager -&amp;gt; Package Manager Settings.&lt;br /&gt;
##In the Settings dialog, under Package Management, change the ''Default package management format'' to '''PackageReference'''.&lt;br /&gt;
##Click OK to close the dialog.&lt;br /&gt;
#Open Nuget Manager and type ''Rimworld''&lt;br /&gt;
#Add Krafs Rimworld Reference&lt;br /&gt;
You can now continue as if you added the assemblies. Doing this makes your project portable, because RimRef can be downloaded by anyone and used from anywhere, unlike Rimworld's assemblies which can't be distributed.&lt;br /&gt;
&lt;br /&gt;
===Linux===&lt;br /&gt;
&lt;br /&gt;
On Linux it is possible to develop using .NET packages provided by Microsoft:&lt;br /&gt;
# [https://learn.microsoft.com/en-us/dotnet/core/install/linux Install .NET by following the provided instructions.]&lt;br /&gt;
# If you use IDE, use it to build (no further details, not tested).&lt;br /&gt;
# It is possible to build from CLI using a .csproj file. Find a mod that has description pointing to its GitHub sources and copy from there ([https://github.com/llunak/rimworld-dietfiltersinstorage/blob/master/Source/DietFiltersInStorage.csproj example here]), or use another way to create a .csproj file.&lt;br /&gt;
# For building use a command like the following (substitute the proper .csproj file, change Release to Debug for a debug build):&amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;dotnet build &amp;lt;project file&amp;gt;.csproj /property:Configuration=Release&amp;lt;/pre&amp;gt;&lt;br /&gt;
# If you get errors, possibly the .csproj is Windows-specific and needs to be edited:&lt;br /&gt;
## You may need to fix paths (point them to .dll files in RimWorld/RimWorld*_Data/Managed, but it is generally better to use NuGet as described above in Option 2, as that is platform-independent).&lt;br /&gt;
## See other setups above for other settings (those IDEs write those settings to the .csproj files).&lt;br /&gt;
&lt;br /&gt;
Note that .NET Framework from Microsoft is Windows-only, and some .csproj files do not build without it. Generally it seems those using Windows-specific paths are affected, while those platform-independent work fine. Either use Mono (see below), or use one that works. The example .csproj file linked above can usually be used as a drop-in replacement, with only properties in the first PropertyGroup needing adjustment. If you really want or need it, you can get .NET Framework from Mono, by additionally doing these steps:&lt;br /&gt;
# Install Mono (refer to your distribution's instructions);&lt;br /&gt;
# Change the build command to the following (4.7.2 is the .NET version from the .csproj file):&amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;FrameworkPathOverride=$(dirname $(which mono))/../lib/mono/4.7.2-api/ dotnet build &amp;lt;project file&amp;gt;.csproj /property:Configuration=Release&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rider (good for Mac)===&lt;br /&gt;
JetBrains Rider is a great cross-platform C# IDE. Previously a paid product (with exceptions), it now offers a community license, making it free for non-commercial use.&lt;br /&gt;
&lt;br /&gt;
# Open Rider and click New Solution in the welcome dialog.&lt;br /&gt;
## Click Class Library under .NET on the left. The option may take a second to show up.&lt;br /&gt;
## Under Solution Name (and Project Name), enter the name of your mod.&lt;br /&gt;
## Set the Solution Directory to [your mod folder]/Source.&lt;br /&gt;
## Optionally check &amp;quot;put solution and project in the same directory.&amp;quot; This is probably a good idea.&lt;br /&gt;
## Change Framework to .Net Framework 4.7.2. &lt;br /&gt;
### If you're on Windows and 4.7.2 does not show up as an option, you will have to install the &amp;quot;4.7.2 Dev Pack&amp;quot; from [https://dotnet.microsoft.com/en-us/download/visual-studio-sdks Microsoft].&lt;br /&gt;
### If you're on MacOS, you may see an error &amp;quot;mono is not found&amp;quot;; install mono from [https://www.mono-project.com/docs/getting-started/install/mac/ here]. Additionally, if you do not have the option to choose .NET 4.7.2, you can create a project with the available NET option(s) and then manually edit the .csproj file to contain &amp;quot;&amp;lt;TargetFramework&amp;gt;net472&amp;lt;/TargetFramework&amp;gt;&amp;quot; later.&lt;br /&gt;
## Click Create.&lt;br /&gt;
# In the left side bar, expand your solution, right click your project (mod name with &amp;quot;C#&amp;quot; icon) and click Properties.&lt;br /&gt;
## In the Properties window, select Configurations &amp;gt; Debug on the left and uncheck Debug Symbols.&lt;br /&gt;
## For both configurations, change the Output Path to ../../Assemblies.&lt;br /&gt;
## Click OK.&lt;br /&gt;
# Expand your project, right click Dependencies and click Reference.&lt;br /&gt;
## Click Add From.&lt;br /&gt;
## Browse to the folder with the RimWorld DLLs&lt;br /&gt;
### DLL Location for Mac: &amp;quot;/Users/[username]/Library/Application Support/Steam/steamapps/common/RimWorld/RimWorldMac.app/Contents/Resources/Data/Managed&lt;br /&gt;
### For Win10: &amp;quot;\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin64_Data\Managed&amp;quot;&lt;br /&gt;
## Select both Assembly-CSharp.dll and UnityEngine.dll and click OK.&lt;br /&gt;
## Expand Assemblies under Dependencies. For both of the assemblies that you just added:&lt;br /&gt;
### Right click the assembly and click Properties.&lt;br /&gt;
### Uncheck &amp;quot;Copy Local&amp;quot; (you may need to scroll down) and click OK.&lt;br /&gt;
&lt;br /&gt;
You're done! Note that Rider has a built-in decompiler—to view the source of a RimWorld class or method, just right-click its name and click Go To &amp;gt; Definition.&lt;br /&gt;
&lt;br /&gt;
===.NET Framework via Command Line===&lt;br /&gt;
If you are on Windows and for some reason you don't want to use Visual Studio, you can also use the C# compiler that comes with the .NET Framework from within the terminal.&lt;br /&gt;
&lt;br /&gt;
# Install the [https://dotnet.microsoft.com .NET Framework].&lt;br /&gt;
# (Optional) Adding the compiler to PATH.&lt;br /&gt;
## Search for &amp;quot;env&amp;quot; -&amp;gt; Edit system environment variables -&amp;gt; click on &amp;quot;Environment Variables&amp;quot; -&amp;gt; Edit the Path of the user variables -&amp;gt; Add the folder of csc.exe (Usually C:\Windows\Microsoft.NET\Framework\vX.X.XXXXX).&lt;br /&gt;
# Find &amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;Assembly-CSharp.dll&amp;amp;#10;UnityEngine.CoreModule.dll&amp;lt;/pre&amp;gt; in your game files(Usualy at: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin64_Data\Managed\).&lt;br /&gt;
# Open a terminal and cd to the location of your .cs file.&lt;br /&gt;
# Compile your .cs file (If you skipped adding csc.exe to path, replace it with its full filepath in the following command).&lt;br /&gt;
## It should look something like this:&amp;lt;pre&amp;gt;csc.exe /t:library /r:&amp;quot;C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin64_Data\Managed\Assembly-CSharp.dll&amp;quot;,&amp;quot;C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll&amp;quot; MyMod.cs&amp;lt;/pre&amp;gt;&lt;br /&gt;
## The command is structured where:&amp;lt;pre&amp;gt;csc.exe&amp;lt;/pre&amp;gt; is the compiler(or the whole filepath), and:&amp;lt;pre&amp;gt;/r:&amp;quot;...&amp;quot;,&amp;quot;...&amp;quot;&amp;lt;/pre&amp;gt; is the filepath of both gamefiles from step 3, and:&amp;lt;pre&amp;gt;MyMod.cs&amp;lt;/pre&amp;gt; is your C# source code.&lt;br /&gt;
# Explanation:&lt;br /&gt;
## the /t flag sets it to be a .dll file.&lt;br /&gt;
## the /r flag references the game files(Not the decompiled source code, the game files).&lt;br /&gt;
&lt;br /&gt;
===Visual Studio Code via Dev Container===&lt;br /&gt;
{{Recode|section=1|reason=Section commented out due to unknown, unvalidated source. Ideally a full guide for VCS needs to be written}}&lt;br /&gt;
&amp;lt;!-- VS Code provides with Dev Containers a very simple way to set up an working development environment. To make use of Dev Containers you need VS Code with the Dev Containers Extension and docker installed on your machine.&lt;br /&gt;
&lt;br /&gt;
====Quick Start====&lt;br /&gt;
For a quick start either clone the repository inside your mods folder:&lt;br /&gt;
&amp;lt;pre&amp;gt;git clone https://github.com/N3fastus/RainingGoo&amp;lt;/pre&amp;gt;&lt;br /&gt;
or download a zip archive by visiting the [https://github.com/N3fastus/RainingGoo Repository]. Click &amp;quot;Code&amp;quot;, then &amp;quot;Download ZIP&amp;quot; and unzip the code in your mods folder.&lt;br /&gt;
The Mod has a dependency to [https://github.com/pardeike/HarmonyRimWorld/releases Harmony], this one needs also to be in the &amp;quot;Mods&amp;quot; directory. Download the zip and extract it to the &amp;quot;Mods&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
Now open the folder with VS Code. If you are not on Linux you need to adjust the path in '''.devcontainer/docker-compose.yml''' to your platform. &lt;br /&gt;
To start up the container you need to press '''CTRL + Shift + P''' and type '''&amp;quot;Dev Container: Reopen in Container&amp;quot;'''. This might take a few minutes.&lt;br /&gt;
When the container is up and running, switch to the terminal inside VS Code and type:&lt;br /&gt;
&amp;lt;pre&amp;gt;dotnet build&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Assemblies folder should now be a &amp;quot;RainingGoo.dll&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Starting a new Project====&lt;br /&gt;
To start over with a complete new solution, copy the &amp;quot;.devcontainer&amp;quot; folder to your own project and open it in VS Code. &lt;br /&gt;
&lt;br /&gt;
To create a new solution file in the actual location:&lt;br /&gt;
&amp;lt;pre&amp;gt;dotnet new sln&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To create a new project (here a library) in the actual location:&lt;br /&gt;
&amp;lt;pre&amp;gt;dotnet new classlib -n MyNewProject -o .&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To add the created project to the solution file:&lt;br /&gt;
&amp;lt;pre&amp;gt;dotnet sln add Path/to/MyNewProject.csproj&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the configuration of the csproj files compare against the example project above.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Common issues=&lt;br /&gt;
* Can't find the option to target .NET Framework 4.7.2? It may require additional installation steps. In Visual Studio, Tools =&amp;gt; Get Tools and features =&amp;gt; Individual Components =&amp;gt; Select ''.NET Framework 4.7.2 development tools'' (or google installation instructions). Also make sure your project is a ''Class Library (.NET '''Framework''')''. Not .NET Core or .NET Standard.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [[Modding Tutorials/Writing custom code|Writing custom code]] continues on setting up your solution.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=180697</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=180697"/>
		<updated>2026-06-06T17:26:27Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Manhunter pack */ species selection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite}}&lt;br /&gt;
{{For|a guide to survive events|Events Guide}}&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].&lt;br /&gt;
&lt;br /&gt;
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.&lt;br /&gt;
&lt;br /&gt;
Many event titles 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;
There are special kinds of events called [[Quests]] that work under different rules.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Event List &amp;lt;span class=&amp;quot;mw-EventList_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt; == &lt;br /&gt;
For ease of navigation, events are subdivided into 3 groups: Storyteller events, Incidental events, and World events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-EventList_collapsible&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storyteller events ===&lt;br /&gt;
These events are controlled by the selected [[storyteller]]. Major and Weather events require at least the Builder [[difficulty]] to be able to trigger.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats mw-customtoggle-XWeather mw-customtoggle-RandomGood mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Click Here to Open/Close Storyteller categories}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Storyteller events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Category !! Location !! Favorability !! Duration !! Cooldown&amp;lt;br/&amp;gt; (days) !! Mood &amp;lt;br/&amp;gt;Related !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Enemy_attack|Enemy attack]] || Major || Colony Map ||  ||  ||  || {{Cross}} || Also called &amp;quot;raids&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Infestation|Infestation]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || The event &amp;quot;Too Deep: Infestation&amp;quot; is unrelated.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Infestation|Wastepack infestations]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || Requires [[Biotech]].{{BiotechIcon}} Can also be triggered by destroyed Toxic Wastepacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Manhunter_pack|Manhunter pack]] || Major || Colony Map ||  || 24-54 hours, or until destruction ||  || {{Cross}} || Animals are infected with scaria&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_wave|Psychic wave]] || Major || Colony Map ||  || Until affected animals are incapacitated or die ||  || {{Cross}} || There's a variant that affects a single animal, which is not considered a major threat. &lt;br /&gt;
|-&lt;br /&gt;
| [[#Crashed_ship_part|Crashed ship part]] || Major || Colony Map ||  || Until destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2 variants: Defoliator ship and Psychic ship. Only the latter affects mood.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mech_cluster|Mech cluster]] || Major || Colony Map ||  || Until Destruction ||  || {{Cross}} || Requires [[Royalty]].{{RoyaltyIcon}} Can also be generated by Quests.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Problem_causer|Problem causer]] || Major || World ||  || Until Destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Requires [[Royalty]].{{RoyaltyIcon}} 9 variants&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flashstorm|Flashstorm]] || Weather || Colony Map ||  || 0.075 - 0.1 days || {{Center|15}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Toxic_fallout|Toxic fallout]] || Weather || Colony Map ||  || 2.5 - 10.5 days || {{Center|90}} || {{Check}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[Insectoids]]/[[Mechanoids]] are immune.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Volcanic_winter|Volcanic winter]] || Weather || Colony Map ||  || 7.5 - 40 days || {{Center|140}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambrosia_sprout|Ambrosia sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Limited to 6 biomes: [[Tropical rainforest]]/[[Tropical swamp|swamp]], [[Temperate forest]]/[[Temperate swamp|swamp]], [[Boreal forest]], [[Arid shrubland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Animals_join|Animals join]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Animal_self-tamed|Animal self-tamed]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Aurora|Aurora]] || Random || Colony Map || Good || 0.125 - 0.35 days ||  || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Cargo_pods|Cargo pods]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Herd_migration:_.28Animal.29|Herd migration: (Animal)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Only happens on 5 biomes: [[Sea ice]], [[Ice sheet]], [[Tundra]], [[Desert]], [[Extreme desert]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Party|Party]] || Random || Colony Map || Good ||  ||  || {{Check}} || Requires a [[party spot]] or any gathering spot&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_soothe|Psychic soothe]] || Random || Colony Map || Good ||  || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader type.29|(Trader type)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Orbital Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader_type.29_from_.28Faction.29|(Trader type) from (Faction)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Land Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash|Transport pod crash]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Paralytic_abasia| Paralytic abasia]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]].{{RoyaltyIcon}} Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Baby|Baby]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]].{{BiotechIcon}} Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wanderer_joins|Wanderer joins]] || Random || Colony Map || Good || 24 hours ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Wild_.28wo.29man_wanders_in|Wild (wo)man wanders in]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Traveler_Visit|Traveler Visit]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Visitor.28s.29|Visitor(s)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Royal_Tribute_Collector|Royal Tribute Collector]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gauranlen_pod_sprout|Gauranlen pod sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Ideology]] {{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Polux_tree_sprout|Polux tree sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Beavers!|Beavers!]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Blight|Blight]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Eclipse|Eclipse]] || Random || Colony Map || Bad || 0.75 - 1.25 days || {{Center|15}} || {{Check}} || Only affects mood with the Precept{{IdeologyIcon}} [[Ideoligion#Meme-specific|Eclipse]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Heat_wave|Heat wave]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature above {{Temperature|20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cold_snap|Cold snap]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature between {{Temperature|0|15}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mad_animal|Mad animal]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_drone|Psychic drone]] || Random || Colony Map || Bad || 0.75 - 1.75 days || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Solar_flare|Solar flare]] || Random || Colony Map || Bad || 0.15 - 0.5 days ||  || {{Cross}} || Incompatible with Unnatural Darkness ([[Anomaly]] {{AnomalyIcon}})&lt;br /&gt;
|-&lt;br /&gt;
| [[#Zzztt|Zzztt...]] || Random || Colony Map || Bad ||  || {{Center|8}} || {{Cross}} || Cooldown does not apply to Short-circuits caused by snow/rain,&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash_.28Ghoul.29|Transport pod crash (Ghoul)]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gray_pall|Gray pall]] || Random || Colony Map || Bad ||  ||  || {{Check}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
1: Only one variant affects mood&lt;br /&gt;
&lt;br /&gt;
2: Only while outside&lt;br /&gt;
&lt;br /&gt;
=== Incidental events ===&lt;br /&gt;
:{{For|a detailled list of these events|Events/Incidental}}&lt;br /&gt;
Rather than being triggered by [[AI Storytellers|storytellers]], these events come from various other mechanics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Incidental events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Friendlies|Friendlies]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Masterwork]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Legendary work]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Man_in_Black|Man in Black ]] || Good || Colony Map || Has a year (60 days) of cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_recruit|New recruit]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Meteorite]] || Good || Colony Map || About 1 year cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Outpost_destroyed|Outpost destroyed]] || Good || World || Becomes &amp;quot;Faction Defeated&amp;quot; if that was the last outpost of said faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ransom_.28Time remaining.29|Ransom (Time remaining)]] || Good || Colony Map || Available for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rare_thrumbos |Rare thrumbos ]] || Good || Colony Map || 13 days of cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Reactor_ready|Reactor ready]] || Good || Colony Map || 15 days after warming up a ship reactor&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ship_chunks|Ship chunks]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Trauma savant|Trauma savant]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Quest_completed|Quest completed]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Anima_tree_sprout |Anima tree sprout]] || Good || Colony Map || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ancient_danger|Ancient danger]] || Bad || Colony Map || Once per map.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Animal_revenge |Animal revenge]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Birthday|Birthday]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Death|Death]] || Bad || Anywhere || [[Orders#Slaughter|Slaughtering]] and Euthanizing a colonist does not trigger this.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Disease|Disease]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Drug_addiction|Drug addiction]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Heart_attack|Heart attack]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Mental_Break|Mental Break]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Overdose|Overdose]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Predator_hunting|Predator hunting]] || Bad || Colony Map || Requires a predator on the map&lt;br /&gt;
|-&lt;br /&gt;
| [[Prison break]]|| Bad || Colony Map || Requires having prisoners&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Roof_collapsed|Roof collapsed]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Too_Deep:_Infestation|Too Deep: Infestation]] || Bad || Colony Map || Triggered by deep drill&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Allied:_.28Faction.29|Allied: (Faction)]] || Faction || Anywhere || Requires to improve relations &amp;lt;-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Enemy_now_neutral:_.28Faction.29|Enemy now neutral: (Faction)]] || Faction || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Hostile_faction|Hostile faction]] || Faction || Anywhere || Requires to worsen relations &amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Leader_died|Leader died]] || Faction || Anywhere || Triggers on another faction's leader death.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_Leader|New Leader]] || Faction || Anywhere || Trigger once recruiting another faction's leader.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Electricity|About: Electricity]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Getting_advanced_components|About: Getting advanced components ]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Launching_the_ship|New About: Launching the ship]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Persona_Core_Offer|Persona Core Offer]] || Informational || Anywhere || Requires &amp;gt;40 goodwill with some faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Summer|Summer]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Unwaveringly_loyal|Unwaveringly loyal]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Anima_tree_linking|About: Anima tree linking]] || Informational || Anywhere || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Baby_Prep|Baby Prep]] || Informational || Anywhere || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_lovers|New lovers]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Breakup|Breakup]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rejected_proposal|Rejected proposal]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Marriage|Marriage is on!]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Affair|Affair]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Divorce|Divorce]] || Social || Anywhere || Affects mood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World events ===&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
This is a list of all events that can happen while on the overworld. Some events require a quest to trigger. Sub events are not quest events on their own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Click Here to Open/Close World events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;World events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Attack_begun|Attack begun]] || Notification || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Bandit_camp_opportunity|Bandit camp opportunity]] || Quest || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ambushed_.2F_.28manhunters.29| Caravan ambushed / (manhunters)]] || Battle || Generated Map || Prevents reforming caravan while active&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_battle_won|Caravan battle won]] || Notification || Anywhere || Allows reforming the caravan on the world map&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_arrived_at_.28Location.29| Caravan arrived at (Location)]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_lost|Caravan lost]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_meeting_by_.28Caravan_ID.29|Caravan meeting by (Caravan ID)]] || Pop-up window || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ready|Caravan ready]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Demand|Demand]] || Hostile || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Peace_talks|Peace talks]]|| Quest || World || Expires on 15 days&lt;br /&gt;
|-&lt;br /&gt;
| [[#Rescuee_joins|Rescuee joins]]|| Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Ambush]] || Sub-event || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Sleeping mechanoids]] || Sub-event || Generated Map || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Anomaly events ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
:{{For|the complete list of events|Events/Anomaly}}&lt;br /&gt;
&lt;br /&gt;
Events from the [[Anomaly]]{{AnomalyIcon}} DLC work different from normal events and are intrinsically related to the [[Monolith]] structure. Due to this, all Anomaly events will be listed on its own page.&lt;br /&gt;
&lt;br /&gt;
=== Odyssey events ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Od page has volcanic ash, but not included here. Verify list complete}}&lt;br /&gt;
{{Main|Events/Odyssey}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Odyssey DLC Events&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Biomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Seasonal flooding]] || River Map|| Rainfall upriver is causing the river to swell.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gill rot]] || Map with Fish || A Parasitic Fungus that temporarily reduces fish population.&lt;br /&gt;
|-&lt;br /&gt;
| [[Orbital debris]] || Space || Cloud of Orbital Debris crashes into space location.&lt;br /&gt;
|-&lt;br /&gt;
| [[Volcanic ash]] || Lava Field || Ash from a nearby volcanic eruption is filling the sky.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lava flow]] || Lava Field||Lava has begun to flow into the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lava emergence]] || Lava Field || Lava is emerging from cracks in the ground. &lt;br /&gt;
|-&lt;br /&gt;
| [[Volcanic debris]] || Lava Field || A nearby volcanic eruption is showering the map with molten lava.&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomshroom sprout]] || Glowforest || A cluster of explosive Boomshrooms has sprouted nearby.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bioluminescent spores]] || Glowforest || Some variety of fungus is blossoming and producing bioluminescent spores.&lt;br /&gt;
|-&lt;br /&gt;
| [[Drought (Initial)]] || Grasslands || Hidden event that prevents rain.&lt;br /&gt;
|-&lt;br /&gt;
| [[Drought]] || Grasslands || Due to a recent lack of rain, a drought has begun.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Major threats ==&lt;br /&gt;
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]]. &lt;br /&gt;
&lt;br /&gt;
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between &amp;quot;OnDays&amp;quot; and &amp;quot;OffDays&amp;quot;, where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Major Threat Details}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-Majorthreats&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Major threats generation===&lt;br /&gt;
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's &amp;quot;schedule&amp;quot; is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates ([[Biotech|Biotech DLC]]{{BiotechIcon}}).&lt;br /&gt;
&lt;br /&gt;
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Raid Weights&lt;br /&gt;
|-&lt;br /&gt;
! Raid type !! Vanilla !! Royalty enabled{{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Raid || 7.40 || 7.40&lt;br /&gt;
|-&lt;br /&gt;
| DefoliatorShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| DronerShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| MechCluster {{RoyaltyIcon}}|| 0.00 || 1.90&lt;br /&gt;
|-&lt;br /&gt;
| Manhunter || 2.00 || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| MassInsanity || 1.30 || 1.30&lt;br /&gt;
|-&lt;br /&gt;
| Infest || 2.70 || 2.70&lt;br /&gt;
|-&lt;br /&gt;
| Problem Causer {{RoyaltyIcon}} || 0.00 || 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Anomaly DLC]] adds a number of major threats - see [[Events/Anomaly]] for the list.&lt;br /&gt;
&lt;br /&gt;
=== Raid Generation ===&lt;br /&gt;
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.&lt;br /&gt;
&lt;br /&gt;
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the &amp;quot;all sniper&amp;quot; or &amp;quot;all melee attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Enemy attack ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Raids}}&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.&lt;br /&gt;
&lt;br /&gt;
===== Arrival methods =====&lt;br /&gt;
Tribal-level factions can't use drop pods, so are limited to assaults.&lt;br /&gt;
&lt;br /&gt;
* '''Assaults''': Arrive at the edge of the map, either by walking or by [[drop pod]]. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.&lt;br /&gt;
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.&lt;br /&gt;
* '''Scatter drop''': Raiders immediately attack via drop pod, which have gone &amp;quot;haywire&amp;quot; and will disperse throughout the map.&lt;br /&gt;
&lt;br /&gt;
===== Types =====&lt;br /&gt;
* '''Smart''': &amp;quot;Unusually clever&amp;quot; raiders will seek to enter your base while avoiding [[trap]]s and [[turret]]s.&lt;br /&gt;
* '''Sappers''': Sappers will mine or destroy walls to create the shortest route to a colonist's bedroom. Groups of sappers are smaller in number than the other raid types. &lt;br /&gt;
* '''Breachers''': Appear with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.&lt;br /&gt;
* '''Siege''': See below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&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;
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;
==== Siege ====&lt;br /&gt;
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continuously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.&lt;br /&gt;
&lt;br /&gt;
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.&lt;br /&gt;
&lt;br /&gt;
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
----&lt;br /&gt;
{{main|Infestation}}&lt;br /&gt;
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. 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;
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{Temperature|-17}}. Light, and temperatures below {{Temperature|-8}} reduce the chance of infestations.&lt;br /&gt;
&lt;br /&gt;
The [[Infestation#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.&lt;br /&gt;
&lt;br /&gt;
The [[Infestation#Wastepack infestation|Wastepack infestations]] is a separate event available if [[Biotech]]{{BiotechIcon}} is active. The end effect is similar, but the mechanics are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter pack ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more &amp;quot;raiders&amp;quot;) than a regular raid. A single animal can arrive and the event will still be called a &amp;quot;pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The species of animal is randomly chosen from the list of possible wildlife species for the map's [[biome]], however only animals capable of passing [[fences]] may be chosen - this effectively excludes all [[pen animals]]. If the map is an [[Landmarks#Animal Habitat|Animal Habitat]]{{OdysseyIcon}}, and the species associated with the habitat can pass fences, that species has a 50% chance of being chosen for a manhunter pack, before considering any other options. Finally, the [[pollution]]{{BiotechIcon}} level on the map determines the likelihood of a pollution-type species being chosen.&lt;br /&gt;
&lt;br /&gt;
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.&lt;br /&gt;
&lt;br /&gt;
When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. This limits the amount of [[meat]] the colony can obtain from the pack.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic wave ===&lt;br /&gt;
----&lt;br /&gt;
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.&lt;br /&gt;
&lt;br /&gt;
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep.&lt;br /&gt;
&lt;br /&gt;
This event has a [[#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
----&lt;br /&gt;
{{For|general information and advice on dealing with the mechs|Crashed ship parts}}&lt;br /&gt;
{{For|detailed information on the ship parts themselves|Ship part (defoliator)|Ship part (psychic droner)}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are damaged. While the ship part is still active, they will activate an intensifying negative effect on the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 95%&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:left; width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow. If the [[Biotech DLC]] is active, this ship part will also generate [[Pollution]]{{BiotechIcon}} from its center at a rate of 6 tiles per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] modifies the drone's effect.&lt;br /&gt;
&lt;br /&gt;
The ship's is also capable of emitting psychic pulses that can drive wild animals to madness.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Poison ship.png|'''Defoliator ship'''&lt;br /&gt;
File:Psychic ship.png|'''Psychic ship'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mech cluster ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Mech cluster}}&lt;br /&gt;
Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynamos.&lt;br /&gt;
&lt;br /&gt;
=== Problem causer ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Condition causer}}&lt;br /&gt;
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extreme weather ==&lt;br /&gt;
These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-XWeather&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide Extreme Weather Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-XWeather&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
----&lt;br /&gt;
[[File:FlashstormScreenshot.png|300px|thumb|left]]&lt;br /&gt;
&amp;quot;''A freak localized storm is blasting a small area with repeated lightning strikes.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Flashstorm''' is a localized, intense '''[[lightning]] storm''' within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Flashstorm (psycast)|Flashstorm]] psycast {{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly sickened by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to nearly a quadrum.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a [[roof]]. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. 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;
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot.&lt;br /&gt;
&lt;br /&gt;
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].&lt;br /&gt;
&lt;br /&gt;
Excluding some special cases ([[Anima tree]]{{RoyaltyIcon}}, [[Anima grass]]{{RoyaltyIcon}}, [[Gauranlen tree]]{{IdeologyIcon}}, [[Gauranlen pod]]{{IdeologyIcon}}, [[Polux tree]]{{BiotechIcon}}), all plants will wither during the fallout, trees included. Every in-game hour, the affected plants will receive between 48.9 and 66.1 points of damage {{Check Tag|57.51667 base damage ±15%}}. Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.&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: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;
=== Volcanic winter ===&lt;br /&gt;
----&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;
'''Volcanic winter''' lowers the [[temperature]] and natural [[light]],which in turn weakens [[solar generator]]s and slows plant growth. They 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. Volcanic winters will last 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;
To be specific, the temperature is reduced by {{Temperature|7||delta}} and the light by 30% over the course of {{Ticks/gametime|50000}}. The wildlife density is cut by half, and pawns can no longer enjoy their time outside.{{Check Tag|Mechanic detail|What does this mean mechanically?}}&lt;br /&gt;
&lt;br /&gt;
Note that volcanic winters won't kill plants outright, but they still have the potential to kill plants should the temperature drop to a sufficiently cold point. Like cold snaps, building warmed and lit greenhouses can help with crop growth during volcanic winters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
These are the 3rd set of events able to be triggered by the [[storyteller]]. Internally, Random Events are classified as either good, bad, or quest.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomGood&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Good Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomGood&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ambrosia sprout ====&lt;br /&gt;
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]&lt;br /&gt;
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{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;
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. 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;
The ambrosia event must initially spawn in the growing season of the map tile.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px&amp;quot;&amp;gt;&amp;lt;ul class=&amp;quot;ul-column-width-150&amp;quot;&amp;gt;&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;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animals join ====&lt;br /&gt;
Tamed [[dog]]s or [[farm animals]] from off-map join your colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal self-tamed ====&lt;br /&gt;
[[File:Thrumbo self-tamed.png|300px|right]]&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.&lt;br /&gt;
&lt;br /&gt;
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the &amp;quot;Animals&amp;quot; tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.&lt;br /&gt;
&lt;br /&gt;
==== Aurora ====&lt;br /&gt;
An aurora lights up the night sky, giving a {{Thought|desc=The view is amazing.|label=beautiful aurora|value=+14|stack=1}} boost to anyone who is not [[Sight|blind]] and is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
Despite the event text stating that it will &amp;quot;make the night brighter&amp;quot;, it does not actually affect the [[light]] level.&lt;br /&gt;
&lt;br /&gt;
During an aurora a pawn looking for a recreation source is 8 times more likely to choose [[Recreation#Skygazing|skygazing]], and it restores 5 times more recreation.&lt;br /&gt;
&lt;br /&gt;
==== Cargo pods ====&lt;br /&gt;
[[File:Cargo pods.png|300px|right]]&lt;br /&gt;
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, 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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Herd migration: (Animal) ====&lt;br /&gt;
[[File:Thrumbo herd migration.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.&lt;br /&gt;
&lt;br /&gt;
The migrating animal will always be an animal that can spawn in the map's [[biome]] (or [[biomes]]{{OdysseyIcon}}). &lt;br /&gt;
* Coastal animals{{OdysseyIcon}} will only be selected if the map is a coastal map.&lt;br /&gt;
* If the map is [[polluted]]{{BiotechIcon}}, there's a chance that the game will select a animal that only spawns in polluted maps instead. The more polluted the map is, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
The number of animals spawned in will be one of these value, whichever is higher:&lt;br /&gt;
* A random number between 3 and 5&lt;br /&gt;
* 4 divided by the animal's [[body size]], rounded up.&lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:350px;&amp;quot;&amp;gt;&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This event may also be triggered on any biomes with the [[draw animals]]{{AnomalyIcon}} psychic ritual.&lt;br /&gt;
&lt;br /&gt;
==== Party ====&lt;br /&gt;
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get 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. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.&lt;br /&gt;
&lt;br /&gt;
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns, or the hosting pawn are drafted at once, or if a [[raid]] happens, then the party will be called off.&lt;br /&gt;
&lt;br /&gt;
==== Psychic soothe ====&lt;br /&gt;
[[File:Psychic soothe.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
{{Clear}}&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. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.&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;
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.&lt;br /&gt;
The pawn can also be a [[xenotype]]{{BiotechIcon}} that doesn't have any factions on the planet.{{Check Tag|Detail needed|Which xenotypes specifically can be used? All the default types? Wb Sanguo? Wb preferred xenotypes? Wb custom ones from made during game genration? Wb custom ones made after?}} &lt;br /&gt;
&lt;br /&gt;
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.&lt;br /&gt;
&lt;br /&gt;
===== Paralytic abasia =====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.&lt;br /&gt;
&lt;br /&gt;
==== Wanderer joins ====&lt;br /&gt;
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, 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 [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to withstand the harshness of nature (e.g. extreme temperatures) and may fall unconscious, allowing you to rescue them like transport pod crash victims. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} 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)men may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire. Wild people can hunt human pawns for food like a predator, regardless of whether they are cannibals or not. Wild people who are incapable of violence will not hunt at all, but may still become manhunter when provoked.&lt;br /&gt;
&lt;br /&gt;
Wild (wo)men will not appear during [[Events#Toxic fallout|toxic fallout]], during [[Pollution#Acidic smog|acidic smog]], or if the expected outdoor temperature based on the current season is outside their comfortable range ({{Temperature|16|26}}).&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: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;
==== Traveler Visit ====&lt;br /&gt;
{{:Traveler}}&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. Visitors possess no higher purpose otherwise, but will fight mutual enemies.&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;
==== Royal Tribute Collector ====&lt;br /&gt;
{{Royalty|section=1}}&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;
==== Gauranlen pod sprout ====&lt;br /&gt;
{{Ideology|section=1}}&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;
==== Polux tree sprout ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Bad Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomBad&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beavers! ====&lt;br /&gt;
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.&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;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&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;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Eclipse ====&lt;br /&gt;
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 15 days&lt;br /&gt;
&lt;br /&gt;
==== Heat wave ====&lt;br /&gt;
{{stub|section=1|reason=Needs details. What's the chance for a fire to occur?}}&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. To be precise, the temperature will increase by {{Temperature|17||delta}} over 12000 game ticks (4.8 in-game hours). There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Cold Snaps, Volcanic Winter, nor additional Heat Waves. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Cold snap ====&lt;br /&gt;
A cold snap strikes the colony, driving outdoor [[temperature]] unusually low for 1.5 and 3.5 days. To be precise, the temperature decreases by {{Temperature|20||delta}} over 12000 game ticks (4.8 in-game hours). It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}, and will not reoccur for 30 days. 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;
Do note that an while this event remains active, the colony will not trigger the events Heat Waves, Volcanic Winter, nor additional Cold Snaps. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Mad animal ====&lt;br /&gt;
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target.&lt;br /&gt;
&lt;br /&gt;
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.&lt;br /&gt;
&lt;br /&gt;
==== Psychic drone ====&lt;br /&gt;
{{For|the moodlet|Thought#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; 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). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days. Below 800 raid points, a Psychic Drone is always Low level. Above 2000 Raid Points, a Psychic Drone is High level. Between 800 and 2000 Psychic drones are Medium level.&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
==== Solar flare ====&lt;br /&gt;
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.&lt;br /&gt;
* Crops in a [[hydroponics basin]] will rapidly degrade, 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;
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]. {{AnomalyIcon}}&lt;br /&gt;
* Shuttles ([[imperial shuttle|imperial]] and [[passenger shuttle|passenger]] {{OdysseyIcon}}) cannot take off during a solar flare.&lt;br /&gt;
&lt;br /&gt;
Due to its length, most of the adverse effects are manageable.&lt;br /&gt;
&lt;br /&gt;
==== Zzztt ====&lt;br /&gt;
A short-circuit has occured, causing an explosion at a [[power conduit]] or electrical appliance under [[weather]]. There are two different types of short-circut events:&lt;br /&gt;
&lt;br /&gt;
First, any regular [[power conduit]] with power flowing through it may suffer a fault, causing a short circuit. This variant of the event has a minimum cooldown of 8 days. [[Hidden conduit]]s and [[waterproof conduit]]s are ''not'' valid targets for this variant of short circuit, meaning it can be avoided by building the entire base out of hidden/waterproof conduits.&lt;br /&gt;
&lt;br /&gt;
Also, if certain buildings are left unroofed and are exposed to [[weather|rain or snow]], a short circuit may occur on the building. This can be avoided by simply roofing in all applicable buildings.&lt;br /&gt;
&lt;br /&gt;
The following buildings can short circuit due to weather:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:700px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sun lamp]]&lt;br /&gt;
* [[Tube television]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Megascreen television]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Multi-analyzer]]&lt;br /&gt;
* [[Vitals monitor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Electric tailor bench]]&lt;br /&gt;
* [[Electric smithy]]&lt;br /&gt;
* [[Machining table]]&lt;br /&gt;
* [[Electric stove]]&lt;br /&gt;
* [[Electric smelter]]&lt;br /&gt;
* [[Biofuel refinery]]&lt;br /&gt;
* [[Fabrication bench]]&lt;br /&gt;
* [[Hi-tech research bench]]&lt;br /&gt;
* [[Electric crematorium]]&lt;br /&gt;
* [[Heater]]&lt;br /&gt;
* [[Lightball]]{{IdeologyIcon}}&lt;br /&gt;
* [[Loudspeaker]]{{IdeologyIcon}}&lt;br /&gt;
* [[Autobong]]{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process. &lt;br /&gt;
&lt;br /&gt;
The explosion radius is controlled by the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored. Bomb explosions can occur beyond once 4,900 Wd are stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Explosion radii per number of [[batteries]] filled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width  = 400&lt;br /&gt;
| height = 150&lt;br /&gt;
| type   = rect &lt;br /&gt;
| legend = Legend&lt;br /&gt;
| colors = gold, firebrick&lt;br /&gt;
| yGrid  =&lt;br /&gt;
| xGrid  =&lt;br /&gt;
| xAxisTitle = Filled Batteries&lt;br /&gt;
| xAxisMin   = &lt;br /&gt;
| xAxisMax   =&lt;br /&gt;
| yAxisMin   = &lt;br /&gt;
| yAxisMax   = &lt;br /&gt;
| yAxisTitle = Radius (Tiles)&lt;br /&gt;
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10&lt;br /&gt;
| y1Title = Flame explosion&lt;br /&gt;
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}&lt;br /&gt;
| y2Title = Bomb explosion&lt;br /&gt;
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash (Ghoul) ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.&lt;br /&gt;
&lt;br /&gt;
==== Gray pall ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Incidental Events ==&lt;br /&gt;
:{{For|a detailed list of these events|Events/Incidental}}&lt;br /&gt;
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.&lt;br /&gt;
For purposes of the wiki, these are divided in good, bad, faction, informational, and social events.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
These are events related to/only triggered on the overworld.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide World Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-WorldEvents&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;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, and can reform the caravan on the world map.&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;
[[File:Caravan destroyed.png|thumb|right|400px]]&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;
{{Clear}}&lt;br /&gt;
&amp;lt;!--&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;
--&amp;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;
==== Demand ====&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, 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;
==== Peace talks ====&lt;br /&gt;
{{See also|Peace talks}}&lt;br /&gt;
[[File:Peace talks.png|thumb|right|300px]]&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 sub-event of its own. No matter the outcome, your negotiator will always gain 6000 XP to social skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Result !! Description !! Base Weight&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk triumph''' || The peace talks were very successful, giving a great boost to relations from {{+|100}} to {{+|110}}. In addition, the faction will give a farewell gift worth between 500 and 1200 silver. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk success''' || The talks were a success, and relations between the factions have warmed somewhat, from {{+|60}} to {{+|70}}. || 0.55&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk flounder''' || The talks were neither successful nor a failure, and relations remain unchanged. || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk backfire''' || The peace talks backfired, and relations have gotten worse than they started, from {{--|10}} to {{--|20}} relations. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk disaster''' || The peace talks have failed so miserably that the faction hates you a lot more now, dropping your relations by up to {{--|50}}, as well as turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.&amp;lt;br&amp;gt;Do note that relations will not drop below {{--|75}}, so there's no penalty if relation are worse than that. || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Outcome chances =====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's [[Negotiation Ability]] stat and, if the [[Ideology DLC]] is active, the presence/absence of your [[leader]].{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;div id=&amp;quot;wrap&amp;quot; style=&amp;quot;width:820px; margin:10;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;left_col&amp;quot; style=&amp;quot;float:left; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
First, the negotiator's [[Negotiation Ability]] stat goes through a simple curve to determine the '''bad outcome factor'''. In this formula, X is the decimal equivalent to the negotiation ability. As an example, a negotiation ability of 130% gives us an X value of 1.3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Negotiation Ability !! Bad outcome factor !! Observations&lt;br /&gt;
|-&lt;br /&gt;
| '''0%''' || 4 || Not possible in practice.&lt;br /&gt;
|-&lt;br /&gt;
| '''0% - 100%''' || 4 - 3*X ||&lt;br /&gt;
|-&lt;br /&gt;
| '''100%''' || 1 || Equivalent to lvl 8 Social&lt;br /&gt;
|-&lt;br /&gt;
| '''100% - 150%''' || 1 - 1.2 * (X-1)  ||&lt;br /&gt;
|-&lt;br /&gt;
| '''150%''' || 0.4 || Equivalent to lvl 15+ Social&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;right_col&amp;quot; style=&amp;quot;float:right; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
If the [[Ideology DLC]] is active, the '''bad outcome factor''' is then multiplied by:&lt;br /&gt;
* {{Good|0.95}}, if the colony leader is present on this caravan.&lt;br /&gt;
* {{Bad|1.05}}, if he's not.&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;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
Finally, the probability of each outcome is:&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;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Example&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
Take a level 12 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_noDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
Without [[Ideology DLC]] active: &lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# The new weight of each outcome:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.64) = 0.15625&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.64) = 0.859375&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.64 = 0.064&lt;br /&gt;
#* Disaster = 0.05 * 0.64 = 0.032&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.15625 + 0.859375 + 0.2 + 0.064 + 0.032 = 1.311625&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.15625 / 1.311625 = 11.91%&lt;br /&gt;
#* Success = 0.859375 / 1.311625 = 65.52%&lt;br /&gt;
#* Flounder = 0.2 / 1.311625 = 15.25%&lt;br /&gt;
#* Backfire = 0.064 / 1.311625 = 4.88%&lt;br /&gt;
#* Disaster = 0.032 / 1.311625 = 2.44%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_withDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
With [[Ideology DLC]] active:&lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# Assuming the leader is present, the bad outcome factor gets reduced to 0.608.&lt;br /&gt;
# The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.608) = 0.164&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.608) = 0.905&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.608 = 0.0608&lt;br /&gt;
#* Disaster = 0.05 * 0.608 = 0.0304&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.164 + 0.905 + 0.2 + 0.0608 + 0.0304 = 1.3602&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.164 / 1.3602 = 12.05%&lt;br /&gt;
#* Success = 0.905 / 1.3602 = 66.53%&lt;br /&gt;
#* Flounder = 0.2 / 1.3602 = 14.70%&lt;br /&gt;
#* Backfire = 0.0608 / 1.3602 = 4.46%&lt;br /&gt;
#* Disaster = 0.0304 / 1.3602 = 2.23%&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== 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|thumb|right|400px]]&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;
{{Clear}}&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;
&amp;lt;/div&amp;gt;&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;
&amp;lt;span class=&amp;quot;mw-Gameend_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Gameend_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game over ====&lt;br /&gt;
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]&lt;br /&gt;
This happens when all your colonists are either dead, missing, or left the planet. The game will show a Letter which says that [[Endings#Colony_End|everyone is gone or dead]], and allows you to return to the main menu. You can continue playing, and 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;
Post 1.4, the game over letter has been updated with the option to generate multiple new colonists as a whole group. This event is referred to in the [[Scenario_system|scenario editor]] as the Wanderer'''s''' &amp;lt;small&amp;gt;(plural)&amp;lt;/small&amp;gt; Join incident, although it always occurs, only manually. This works just the same as the beginning colonist selection, including specifying age range and xenotypes and sharing your original ideology. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Planetkiller ====&lt;br /&gt;
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]&lt;br /&gt;
&amp;quot;''An interstellar planetkiller weapon is approaching this planet. It will smash the planet apart like a rifle bullet hitting an egg, annihilating all life.''&amp;quot;&lt;br /&gt;
&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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Ending - The Archonexus Core ====&lt;br /&gt;
For specifics, see [[Endings#The_Archonexus]].&lt;br /&gt;
&lt;br /&gt;
Once it happens, your colony is successfully noticed by an archotech. What happens next is left to speculation.&lt;br /&gt;
&lt;br /&gt;
Similar to the Planetkiller and unlike other endings, you cannot continue the game once reaching this ending. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous versions of RimWorld, now removed.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Legacy_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Legacy_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|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;
=== 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Event data ==&lt;br /&gt;
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Eventdata_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Eventdata_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&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]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[#Friendlies|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[#Mad animal|Mad animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[#Beavers!|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[#Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[#Cargo Pods|Cargo pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&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;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Organ&amp;lt;br/&amp;gt;Decay&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland{{#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;
| {{#vardefineecho: as_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert{{#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;
| {{#vardefineecho: d_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert{{#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;
| {{#vardefineecho: ed_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest{{#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;
| {{#vardefineecho: bf_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra{{#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;
| {{#vardefineecho: t_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet{{#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;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice{{#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;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest{{#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;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest{{#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;
| {{#vardefineecho: tr_decay | 10}}&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;
&amp;lt;/div&amp;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]] - [[#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[#Volcanic winter|Volcanic winter]], [[#Refugee Chased at (Settlement)|Chased refugee]], [[#Psychic soothe|Psychic sooth]], [[#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]] - [[#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[#(Animals) join|Farm Animals Wander In]], [[#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[#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]] - [[#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. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scaria&amp;diff=180696</id>
		<title>Scaria</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scaria&amp;diff=180696"/>
		<updated>2026-06-06T16:58:57Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Analysis */ corpse gas -&amp;gt; rot stink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Scaria''' is a [[disease]] that turns humans and animals feral. It does not occur through normal [[disease]] events, but [[manhunter pack]]s can arrive with scaria and infect pawns with attacks.&lt;br /&gt;
&lt;br /&gt;
== Occurence ==&lt;br /&gt;
Scaria can be introduced to the map through a [[manhunter pack]]. In the [[scarlands]],{{OdysseyIcon}} half of wild animals will enter the map with scaria.&lt;br /&gt;
&lt;br /&gt;
In addition, bite and scratch attacks made by scaria infected pawns have a chance to inflict [[#Scaria infection|scaria infection]] instead of regular [[infection]]. The chance of scaria infection is identical to regular infection. If the scaria infection progresses to 100%, then proper scaria is inflicted.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Scaria has different effects depending on if the pawn is an animal or human.&lt;br /&gt;
* Animals cannot be tamed and have a +50% chance to become manhunter when attacked. In addition, if an animal is [[manhunter]], it causes manhunting to never expire. [[Manhunter pack]]s, as their name suggests, already start manhunter.&lt;br /&gt;
* Humans are turned permanently [[berserk]].&lt;br /&gt;
&lt;br /&gt;
In both cases, the pawn's mental break will be suppressed if it is [[downed]], but resumes if they regain movement. &lt;br /&gt;
&lt;br /&gt;
Both humans and animals will die in 5 days if not cured. Also, upon [[death]], pawns with scaria have a chance of instantly rotting, preventing any butchering products from being obtained. This chance is dependent on [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
== Scaria infection ==&lt;br /&gt;
Scaria spreads through bites and scratches inflicted by an animal or a human with scaria. As long as these wounds don't become infected - in the [[infection|usual manner]] -, the injured pawn is safe from scaria. If they do get infected, it will manifest as a scaria infection instead of a regular [[infection]]. Other types of wounds do not spread scaria.&lt;br /&gt;
&lt;br /&gt;
Most animal attacks are bites{{Check Tag|Check special bites|Do animals with toxic bite or porcupine bite spread scaria?}} and scratches, which makes them the main spreaders of scaria. &lt;br /&gt;
&lt;br /&gt;
Humans can technically inflict bites, but due to the [[melee verb selection]] mechanic, will only do so when they can't use their hands or a weapon. They do not have natural scratch attacks, but attacks made from a [[power claw]], [[hand talon]],{{RoyaltyIcon}} [[thrumbo horn]], [[elephant tusk]], [[mastodon tusk]],{{OdysseyIcon}} or [[alpha thrumbo horn]]{{OdysseyIcon}} will spread scaria.&lt;br /&gt;
&lt;br /&gt;
A scaria infection progresses at the same speed and has the same immunization properties as a regular infection, but increases mental break threshold in addition to pain, and causes scaria instead of death. The effects on breathing and consciousness seen in the late stages of regular infections are absent (apart from the effect of pain on consciousness).&lt;br /&gt;
&lt;br /&gt;
==== Stages ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (minor)''' || 0% - 32% ||&lt;br /&gt;
* [[Pain]]: {{++|5%}}&lt;br /&gt;
* [[Mental break threshold]]: {{++|2%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (major)''' || 33% - 77% ||&lt;br /&gt;
* [[Pain]]: {{++|8%}} &lt;br /&gt;
* [[Mental break threshold]]: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (extreme)''' || 78% - 99% ||&lt;br /&gt;
* [[Pain]]: {{++|12%}} &lt;br /&gt;
* [[Mental break threshold]]: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (extreme)''' || 100% ||&lt;br /&gt;
* Scaria&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Scaria infections may be treated in the same manner as an ordinary [[infection]]. If this fails, the infection will be replaced by scaria.&lt;br /&gt;
&lt;br /&gt;
On a downed pawn, scaria can be treated with an [[operation]] requiring both:&lt;br /&gt;
* 3 medicine of [[Medicine|industrial]] quality or better; and&lt;br /&gt;
* A doctor with a [[medical]] skill of 8 or higher.&lt;br /&gt;
&lt;br /&gt;
Scaria infections and scaria itself can also be cured via the [[Medic cycle]] of a [[biosculpter pod]],{{IdeologyIcon}} although a permanently enraged pawn would need to be [[downed]] first.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Scaria was added to balance out manhunter packs, from being a huge wealth boost from the corpse butchering. Now most of the manhunter animals end up as useless rotten corpses.&lt;br /&gt;
&lt;br /&gt;
Financially, it is almost never worth it to cure an animal's scaria, with the exception of [[thrumbo]]s or any other high value animals. In that case, if the manhunter Thrumbo is downed, curing the scaria then slaughtering it guarantees a useful corpse for butchering.&lt;br /&gt;
&lt;br /&gt;
In addition to the risk of wound infections, pawns engaged in melee with scaria manhunters will be exposed to [[rot stink]] from instant rot, which will cause [[lung rot]] very rapidly. [[Detoxifier lung]]s{{BiotechIcon}} will defend against this danger.&lt;br /&gt;
&lt;br /&gt;
The same techniques that defend against normal wound [[infection]]s also apply to scaria infection. If beating the infection is in doubt, the pawn should be disarmed before the disease drives them berserk. Afterwards, treatment may be applied if the requirements are available and the victim is unable to walk.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Scaria infected panthers.png|Scaria infected panthers&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fixed a bug where curing scaria would not remove manhunting.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Now causes scaria infections when attacking, allowing scaria to be inflicted on humans. Animals with scaria are no longer manhunters by default. However, once they become manhunters, they remain manhunters until they die or are cured of scaria. Animals with scaria cannot be tamed, and are more likely to become manhunters when attacked.&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pollution&amp;diff=180695</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pollution&amp;diff=180695"/>
		<updated>2026-06-06T15:44:20Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Acidic smog */ events blocked by acidic smog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers specifically to map pollution caused by the spread of ''toxic'' pollution, which generally results from the use of [[toxifier generator]]s or the decay of [[toxic wastepack]]s, which are generally produced via the recharging of [[allied mechanoid|friendly mechanoid]]s. Using [[wood-fired generator]]s or [[chemfuel generator]]s does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
== Creation and spread ==&lt;br /&gt;
==== Within colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Hexes on the world map can be polluted on world generation or by player action.&lt;br /&gt;
&lt;br /&gt;
Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in  splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per wastepack dumped, or 1.3% per full transport pod - with the exception of [[sea ice]] tiles where the rate is 0.4% per wastepack dumped. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement('''relationship penalty'''='''Number of wastepacks''' * '''distance coefficient'''|The distance coefficient represents the impact of the distance from the waste pod drop location to the faction position on the relationship penalty. The coefficients are as follows: 100% for 0 tiles, 50% for 1 tile, 20% for 2-4 tiles, 10% for 5-7 tiles, and 6.67% for 8-16 tiles ). Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you(Probability = '''relationship penalty'''%).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects, missing plants that can occur}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely: &lt;br /&gt;
* [[Toxipotato plant]]s;&lt;br /&gt;
* [[Devilstrand]];&lt;br /&gt;
* [[Psychoid plant]]s; and&lt;br /&gt;
* [[Gray pine tree]]s&lt;br /&gt;
&lt;br /&gt;
Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] while standing or walking on these tiles at a rate of 40% severity per day.&lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Total antitoxic lungs]], [[Tox immunity]] or [[Breathless]]{{OdysseyIcon}} genes, having any installed [[Detoxifier lung|Detoxifier]] or [[Fleshmass lung]]s or having 100% [[Toxic Environment Resistance]] / [[Toxic Resistance]] renders immunity to the acidic smog moodlet. [[Partial antitoxic lungs]] / [[Tox resistance]] genes do not resist the acidic smog moodlet.&lt;br /&gt;
&lt;br /&gt;
[[Thrumbo|Thrumbos]] and [[Events#Wild (wo)man wanders in|wild men]] cannot spawn during acidic smog. It also prevents the [[Mental break#Run wild|run wild]] mental break from occurring.&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Pollution stimulus (gene)|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of them.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Pollution stimulus (gene)|Pollution stimulus]] gene are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
The level of pollution on the map affects wildlife spawning in two ways:&lt;br /&gt;
&lt;br /&gt;
* The ''wildlife density factor'' is a multiplier against the target wildlife density that the game tries to maintain on the map. Effectively this means maps with higher levels of pollution will contain less wildlife on average. The factor scales linearly from 1 at ≤10% pollution to 0.25 at 100% pollution.&lt;br /&gt;
&lt;br /&gt;
* Pollution raises the chance that any wild animal the game chooses to spawn will be a pollution-type species. The map's [[biome]] determines which species are in the pollution category: for example, the [[Desert]] biome specifies [[Iguana]] and [[Megascarab]].&lt;br /&gt;
&lt;br /&gt;
The density factor only applies to regular wildlife spawning, not animals spawned by [[Events]] or [[Quests]]. On the other hand, the influence on species is taken into account for regular wildlife spawning, [[Events#Herd_migration: (Animal)|herd migrations]], [[Events#Manhunter pack|manhunter packs]], [[shambler swarm animals]], and [[Events/Anomaly#Frenzied_Animals|frenzied animals]].&lt;br /&gt;
{{col-begin|width=0}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Pollution % !! Wildlife&amp;lt;br/&amp;gt;Density&amp;lt;br/&amp;gt;Factor !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 200 &lt;br /&gt;
| height = 200 &lt;br /&gt;
| type = line &lt;br /&gt;
| xAxisTitle = Pollution %&lt;br /&gt;
| yAxisTitle = Wildlife Density Factor&lt;br /&gt;
| x = 0, 10, 100&lt;br /&gt;
| y = 1, 1, 0.25&lt;br /&gt;
| xAxisMin = 0 &lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| xAxisMax = 100&lt;br /&gt;
| yAxisMax = 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.25&lt;br /&gt;
|}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Pollution % !! Wildlife Type&amp;lt;br/&amp;gt;Influence !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 200 &lt;br /&gt;
| height = 200 &lt;br /&gt;
| type = line &lt;br /&gt;
| xAxisTitle = Pollution %&lt;br /&gt;
| yAxisTitle = Wildlife Type Influence&lt;br /&gt;
| x = 0, 25, 75, 100&lt;br /&gt;
| y = 0, 0.1, 0.9, 1&lt;br /&gt;
| xAxisMin = 0 &lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| xAxisMax = 100&lt;br /&gt;
| yAxisMax = 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 1&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
== Pollution mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution using a [[Zone/Area#Pollution removal area|Pollution removal area]].&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestige robe]] ({{+|20}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
&lt;br /&gt;
Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Several issues with pollution clearing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=180694</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=180694"/>
		<updated>2026-06-06T15:38:55Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Run wild */ population factor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. Majority types of mental break cause a '''mental state''', during which the pawn will become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.&lt;br /&gt;
&lt;br /&gt;
A few types of mental break, like catatonic breakdown, run wild, and crisis of belief,{{IdeologyIcon}} do not cause mental state. Some mental states may occur without a mental break, notable examples of sources are [[psychic insanity lance]], [[pyromaniac]] trait, [[gourmand]] trait, [[Alzheimer's]], [[dementia]], [[drug]] withdrawal, and various [[psycast]]s,{{RoyaltyIcon}} some of which enable the player to induce mental states in enemies in battle.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
* Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
* Below their extreme mental break threshold, their mood is ~5% and &amp;quot;About to break.&amp;quot; they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a  'was imprisoned' negative thought (-8).&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. &lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Tortured artist]] trait will have a constant mood debuff ({{--|8}}) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]], [[#Run wild|Run wild]] and [[#Catatonic breakdown|Catatonic breakdown]] breaks.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no, or reduced, consequences.&lt;br /&gt;
&lt;br /&gt;
=== Anomalous breaks ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Whenever a mental break happens, there's a chance that an anomalous break will happen over a normal one. If the game attempts to trigger anomalous mental break but is unable to, it will instead attempt to trigger a normal one. [[Creepjoiner|Creepjoiners]] will always trigger an anomalous break, unless none are possible. For every other pawn, the chance for Anomaly break to happen depends on the Anomaly stage.{{Check Tag|Clarification needed|Either links to a page re: what these refer to, or clarification here would be good}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anomalous breaks trigger void catharsis over regular catharsis. The mental breaks which are considered anomalous are:&lt;br /&gt;
&lt;br /&gt;
* [[#Dark visions|Dark visions]]&lt;br /&gt;
* [[#Insane ramblings|Insane ramblings]]&lt;br /&gt;
* [[#Entity slayer|Entity slayer]]&lt;br /&gt;
* [[#Entity liberator|Entity liberator]]&lt;br /&gt;
* [[#Terrifying hallucinations|Terrifying hallucinations]]&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that if [[wake-up]] is available, the pawn will take it during their break down, extending it to its maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn [[Social#Insulted|insult]] nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly [[Social#Insulted|insult]] one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds, even if the pawn is incapable of talking. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times. &lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Good|+30}} &amp;quot;Void catharsis&amp;quot;{{Check Tag|Thought template}} thought in place of the regular {{Good|+40}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
Simply unassigning the bedroom of the colonist by switching the bed to either prisoner or slave will stop them from damaging anything after the first hit.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience negative thoughts, and the rambling pawn will gain a {{Good|+30}} thought upon recovery.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest or [[down]]ing the mentally broken pawn. If an arrest is attempted and fails, it will make the pawn [[berserk]], which may be easier as berserked pawns do not attempt to kill.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they are at risk of dying upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two or less, and it increases linearly to the normal level at a population of seven or more. It cannot occur during [[Events#Toxic fallout|toxic fallout]] or [[Pollution#Acidic smog|acidic smog]].&lt;br /&gt;
&lt;br /&gt;
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait, however more testing is needed.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony.&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the commonality increases with colonists, 0.2 at 8, 0.4 at 9, 0.6 at 10, 0.8 at 11 and 1 at 12+&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's their [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|1200}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humans are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
&lt;br /&gt;
The affected colonist does not gain the [Catharsis] mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any human pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|18000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
&lt;br /&gt;
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an Inspired Creativity [[mental inspiration]] may use their inspiration on a cube sculpture.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]]{{AnomalyIcon}}, however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=180693</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=180693"/>
		<updated>2026-06-06T15:36:39Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Run wild */ no wild-running in toxic fallout or acidic smog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. Majority types of mental break cause a '''mental state''', during which the pawn will become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.&lt;br /&gt;
&lt;br /&gt;
A few types of mental break, like catatonic breakdown, run wild, and crisis of belief,{{IdeologyIcon}} do not cause mental state. Some mental states may occur without a mental break, notable examples of sources are [[psychic insanity lance]], [[pyromaniac]] trait, [[gourmand]] trait, [[Alzheimer's]], [[dementia]], [[drug]] withdrawal, and various [[psycast]]s,{{RoyaltyIcon}} some of which enable the player to induce mental states in enemies in battle.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
* Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
* Below their extreme mental break threshold, their mood is ~5% and &amp;quot;About to break.&amp;quot; they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a  'was imprisoned' negative thought (-8).&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. &lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Tortured artist]] trait will have a constant mood debuff ({{--|8}}) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]], [[#Run wild|Run wild]] and [[#Catatonic breakdown|Catatonic breakdown]] breaks.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no, or reduced, consequences.&lt;br /&gt;
&lt;br /&gt;
=== Anomalous breaks ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Whenever a mental break happens, there's a chance that an anomalous break will happen over a normal one. If the game attempts to trigger anomalous mental break but is unable to, it will instead attempt to trigger a normal one. [[Creepjoiner|Creepjoiners]] will always trigger an anomalous break, unless none are possible. For every other pawn, the chance for Anomaly break to happen depends on the Anomaly stage.{{Check Tag|Clarification needed|Either links to a page re: what these refer to, or clarification here would be good}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anomalous breaks trigger void catharsis over regular catharsis. The mental breaks which are considered anomalous are:&lt;br /&gt;
&lt;br /&gt;
* [[#Dark visions|Dark visions]]&lt;br /&gt;
* [[#Insane ramblings|Insane ramblings]]&lt;br /&gt;
* [[#Entity slayer|Entity slayer]]&lt;br /&gt;
* [[#Entity liberator|Entity liberator]]&lt;br /&gt;
* [[#Terrifying hallucinations|Terrifying hallucinations]]&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that if [[wake-up]] is available, the pawn will take it during their break down, extending it to its maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn [[Social#Insulted|insult]] nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly [[Social#Insulted|insult]] one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds, even if the pawn is incapable of talking. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times. &lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Good|+30}} &amp;quot;Void catharsis&amp;quot;{{Check Tag|Thought template}} thought in place of the regular {{Good|+40}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
Simply unassigning the bedroom of the colonist by switching the bed to either prisoner or slave will stop them from damaging anything after the first hit.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience negative thoughts, and the rambling pawn will gain a {{Good|+30}} thought upon recovery.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest or [[down]]ing the mentally broken pawn. If an arrest is attempted and fails, it will make the pawn [[berserk]], which may be easier as berserked pawns do not attempt to kill.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they are at risk of dying upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is much less likely to happen at lower population levels. It cannot occur during [[Events#Toxic fallout|toxic fallout]] or [[Pollution#Acidic smog|acidic smog]].&lt;br /&gt;
&lt;br /&gt;
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait, however more testing is needed.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony.&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the commonality increases with colonists, 0.2 at 8, 0.4 at 9, 0.6 at 10, 0.8 at 11 and 1 at 12+&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's their [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|1200}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humans are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
&lt;br /&gt;
The affected colonist does not gain the [Catharsis] mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any human pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|18000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
&lt;br /&gt;
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an Inspired Creativity [[mental inspiration]] may use their inspiration on a cube sculpture.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]]{{AnomalyIcon}}, however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=180692</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=180692"/>
		<updated>2026-06-06T15:29:21Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Run wild */ improve wording slightly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. Majority types of mental break cause a '''mental state''', during which the pawn will become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.&lt;br /&gt;
&lt;br /&gt;
A few types of mental break, like catatonic breakdown, run wild, and crisis of belief,{{IdeologyIcon}} do not cause mental state. Some mental states may occur without a mental break, notable examples of sources are [[psychic insanity lance]], [[pyromaniac]] trait, [[gourmand]] trait, [[Alzheimer's]], [[dementia]], [[drug]] withdrawal, and various [[psycast]]s,{{RoyaltyIcon}} some of which enable the player to induce mental states in enemies in battle.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
* Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
* Below their extreme mental break threshold, their mood is ~5% and &amp;quot;About to break.&amp;quot; they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a  'was imprisoned' negative thought (-8).&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. &lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Tortured artist]] trait will have a constant mood debuff ({{--|8}}) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]], [[#Run wild|Run wild]] and [[#Catatonic breakdown|Catatonic breakdown]] breaks.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no, or reduced, consequences.&lt;br /&gt;
&lt;br /&gt;
=== Anomalous breaks ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Whenever a mental break happens, there's a chance that an anomalous break will happen over a normal one. If the game attempts to trigger anomalous mental break but is unable to, it will instead attempt to trigger a normal one. [[Creepjoiner|Creepjoiners]] will always trigger an anomalous break, unless none are possible. For every other pawn, the chance for Anomaly break to happen depends on the Anomaly stage.{{Check Tag|Clarification needed|Either links to a page re: what these refer to, or clarification here would be good}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anomalous breaks trigger void catharsis over regular catharsis. The mental breaks which are considered anomalous are:&lt;br /&gt;
&lt;br /&gt;
* [[#Dark visions|Dark visions]]&lt;br /&gt;
* [[#Insane ramblings|Insane ramblings]]&lt;br /&gt;
* [[#Entity slayer|Entity slayer]]&lt;br /&gt;
* [[#Entity liberator|Entity liberator]]&lt;br /&gt;
* [[#Terrifying hallucinations|Terrifying hallucinations]]&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that if [[wake-up]] is available, the pawn will take it during their break down, extending it to its maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn [[Social#Insulted|insult]] nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly [[Social#Insulted|insult]] one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds, even if the pawn is incapable of talking. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times. &lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Good|+30}} &amp;quot;Void catharsis&amp;quot;{{Check Tag|Thought template}} thought in place of the regular {{Good|+40}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
Simply unassigning the bedroom of the colonist by switching the bed to either prisoner or slave will stop them from damaging anything after the first hit.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience negative thoughts, and the rambling pawn will gain a {{Good|+30}} thought upon recovery.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest or [[down]]ing the mentally broken pawn. If an arrest is attempted and fails, it will make the pawn [[berserk]], which may be easier as berserked pawns do not attempt to kill.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they are at risk of dying upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is much less likely to happen at lower population levels.&lt;br /&gt;
&lt;br /&gt;
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait, however more testing is needed.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony.&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the commonality increases with colonists, 0.2 at 8, 0.4 at 9, 0.6 at 10, 0.8 at 11 and 1 at 12+&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's their [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|1200}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humans are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
&lt;br /&gt;
The affected colonist does not gain the [Catharsis] mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any human pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|18000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
&lt;br /&gt;
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an Inspired Creativity [[mental inspiration]] may use their inspiration on a cube sculpture.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]]{{AnomalyIcon}}, however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=180691</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=180691"/>
		<updated>2026-06-06T15:17:35Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Wild (wo)man wanders in */ spawn conditions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite}}&lt;br /&gt;
{{For|a guide to survive events|Events Guide}}&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].&lt;br /&gt;
&lt;br /&gt;
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.&lt;br /&gt;
&lt;br /&gt;
Many event titles 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;
There are special kinds of events called [[Quests]] that work under different rules.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Event List &amp;lt;span class=&amp;quot;mw-EventList_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt; == &lt;br /&gt;
For ease of navigation, events are subdivided into 3 groups: Storyteller events, Incidental events, and World events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-EventList_collapsible&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storyteller events ===&lt;br /&gt;
These events are controlled by the selected [[storyteller]]. Major and Weather events require at least the Builder [[difficulty]] to be able to trigger.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats mw-customtoggle-XWeather mw-customtoggle-RandomGood mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Click Here to Open/Close Storyteller categories}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Storyteller events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Category !! Location !! Favorability !! Duration !! Cooldown&amp;lt;br/&amp;gt; (days) !! Mood &amp;lt;br/&amp;gt;Related !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Enemy_attack|Enemy attack]] || Major || Colony Map ||  ||  ||  || {{Cross}} || Also called &amp;quot;raids&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Infestation|Infestation]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || The event &amp;quot;Too Deep: Infestation&amp;quot; is unrelated.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Infestation|Wastepack infestations]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || Requires [[Biotech]].{{BiotechIcon}} Can also be triggered by destroyed Toxic Wastepacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Manhunter_pack|Manhunter pack]] || Major || Colony Map ||  || 24-54 hours, or until destruction ||  || {{Cross}} || Animals are infected with scaria&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_wave|Psychic wave]] || Major || Colony Map ||  || Until affected animals are incapacitated or die ||  || {{Cross}} || There's a variant that affects a single animal, which is not considered a major threat. &lt;br /&gt;
|-&lt;br /&gt;
| [[#Crashed_ship_part|Crashed ship part]] || Major || Colony Map ||  || Until destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2 variants: Defoliator ship and Psychic ship. Only the latter affects mood.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mech_cluster|Mech cluster]] || Major || Colony Map ||  || Until Destruction ||  || {{Cross}} || Requires [[Royalty]].{{RoyaltyIcon}} Can also be generated by Quests.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Problem_causer|Problem causer]] || Major || World ||  || Until Destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Requires [[Royalty]].{{RoyaltyIcon}} 9 variants&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flashstorm|Flashstorm]] || Weather || Colony Map ||  || 0.075 - 0.1 days || {{Center|15}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Toxic_fallout|Toxic fallout]] || Weather || Colony Map ||  || 2.5 - 10.5 days || {{Center|90}} || {{Check}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[Insectoids]]/[[Mechanoids]] are immune.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Volcanic_winter|Volcanic winter]] || Weather || Colony Map ||  || 7.5 - 40 days || {{Center|140}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambrosia_sprout|Ambrosia sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Limited to 6 biomes: [[Tropical rainforest]]/[[Tropical swamp|swamp]], [[Temperate forest]]/[[Temperate swamp|swamp]], [[Boreal forest]], [[Arid shrubland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Animals_join|Animals join]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Animal_self-tamed|Animal self-tamed]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Aurora|Aurora]] || Random || Colony Map || Good || 0.125 - 0.35 days ||  || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Cargo_pods|Cargo pods]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Herd_migration:_.28Animal.29|Herd migration: (Animal)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Only happens on 5 biomes: [[Sea ice]], [[Ice sheet]], [[Tundra]], [[Desert]], [[Extreme desert]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Party|Party]] || Random || Colony Map || Good ||  ||  || {{Check}} || Requires a [[party spot]] or any gathering spot&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_soothe|Psychic soothe]] || Random || Colony Map || Good ||  || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader type.29|(Trader type)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Orbital Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader_type.29_from_.28Faction.29|(Trader type) from (Faction)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Land Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash|Transport pod crash]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Paralytic_abasia| Paralytic abasia]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]].{{RoyaltyIcon}} Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Baby|Baby]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]].{{BiotechIcon}} Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wanderer_joins|Wanderer joins]] || Random || Colony Map || Good || 24 hours ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Wild_.28wo.29man_wanders_in|Wild (wo)man wanders in]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Traveler_Visit|Traveler Visit]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Visitor.28s.29|Visitor(s)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Royal_Tribute_Collector|Royal Tribute Collector]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gauranlen_pod_sprout|Gauranlen pod sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Ideology]] {{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Polux_tree_sprout|Polux tree sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Beavers!|Beavers!]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Blight|Blight]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Eclipse|Eclipse]] || Random || Colony Map || Bad || 0.75 - 1.25 days || {{Center|15}} || {{Check}} || Only affects mood with the Precept{{IdeologyIcon}} [[Ideoligion#Meme-specific|Eclipse]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Heat_wave|Heat wave]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature above {{Temperature|20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cold_snap|Cold snap]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature between {{Temperature|0|15}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mad_animal|Mad animal]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_drone|Psychic drone]] || Random || Colony Map || Bad || 0.75 - 1.75 days || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Solar_flare|Solar flare]] || Random || Colony Map || Bad || 0.15 - 0.5 days ||  || {{Cross}} || Incompatible with Unnatural Darkness ([[Anomaly]] {{AnomalyIcon}})&lt;br /&gt;
|-&lt;br /&gt;
| [[#Zzztt|Zzztt...]] || Random || Colony Map || Bad ||  || {{Center|8}} || {{Cross}} || Cooldown does not apply to Short-circuits caused by snow/rain,&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash_.28Ghoul.29|Transport pod crash (Ghoul)]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gray_pall|Gray pall]] || Random || Colony Map || Bad ||  ||  || {{Check}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
1: Only one variant affects mood&lt;br /&gt;
&lt;br /&gt;
2: Only while outside&lt;br /&gt;
&lt;br /&gt;
=== Incidental events ===&lt;br /&gt;
:{{For|a detailled list of these events|Events/Incidental}}&lt;br /&gt;
Rather than being triggered by [[AI Storytellers|storytellers]], these events come from various other mechanics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Incidental events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Friendlies|Friendlies]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Masterwork]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Legendary work]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Man_in_Black|Man in Black ]] || Good || Colony Map || Has a year (60 days) of cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_recruit|New recruit]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Meteorite]] || Good || Colony Map || About 1 year cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Outpost_destroyed|Outpost destroyed]] || Good || World || Becomes &amp;quot;Faction Defeated&amp;quot; if that was the last outpost of said faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ransom_.28Time remaining.29|Ransom (Time remaining)]] || Good || Colony Map || Available for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rare_thrumbos |Rare thrumbos ]] || Good || Colony Map || 13 days of cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Reactor_ready|Reactor ready]] || Good || Colony Map || 15 days after warming up a ship reactor&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ship_chunks|Ship chunks]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Trauma savant|Trauma savant]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Quest_completed|Quest completed]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Anima_tree_sprout |Anima tree sprout]] || Good || Colony Map || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ancient_danger|Ancient danger]] || Bad || Colony Map || Once per map.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Animal_revenge |Animal revenge]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Birthday|Birthday]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Death|Death]] || Bad || Anywhere || [[Orders#Slaughter|Slaughtering]] and Euthanizing a colonist does not trigger this.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Disease|Disease]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Drug_addiction|Drug addiction]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Heart_attack|Heart attack]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Mental_Break|Mental Break]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Overdose|Overdose]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Predator_hunting|Predator hunting]] || Bad || Colony Map || Requires a predator on the map&lt;br /&gt;
|-&lt;br /&gt;
| [[Prison break]]|| Bad || Colony Map || Requires having prisoners&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Roof_collapsed|Roof collapsed]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Too_Deep:_Infestation|Too Deep: Infestation]] || Bad || Colony Map || Triggered by deep drill&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Allied:_.28Faction.29|Allied: (Faction)]] || Faction || Anywhere || Requires to improve relations &amp;lt;-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Enemy_now_neutral:_.28Faction.29|Enemy now neutral: (Faction)]] || Faction || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Hostile_faction|Hostile faction]] || Faction || Anywhere || Requires to worsen relations &amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Leader_died|Leader died]] || Faction || Anywhere || Triggers on another faction's leader death.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_Leader|New Leader]] || Faction || Anywhere || Trigger once recruiting another faction's leader.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Electricity|About: Electricity]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Getting_advanced_components|About: Getting advanced components ]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Launching_the_ship|New About: Launching the ship]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Persona_Core_Offer|Persona Core Offer]] || Informational || Anywhere || Requires &amp;gt;40 goodwill with some faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Summer|Summer]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Unwaveringly_loyal|Unwaveringly loyal]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Anima_tree_linking|About: Anima tree linking]] || Informational || Anywhere || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Baby_Prep|Baby Prep]] || Informational || Anywhere || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_lovers|New lovers]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Breakup|Breakup]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rejected_proposal|Rejected proposal]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Marriage|Marriage is on!]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Affair|Affair]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Divorce|Divorce]] || Social || Anywhere || Affects mood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World events ===&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
This is a list of all events that can happen while on the overworld. Some events require a quest to trigger. Sub events are not quest events on their own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Click Here to Open/Close World events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;World events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Attack_begun|Attack begun]] || Notification || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Bandit_camp_opportunity|Bandit camp opportunity]] || Quest || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ambushed_.2F_.28manhunters.29| Caravan ambushed / (manhunters)]] || Battle || Generated Map || Prevents reforming caravan while active&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_battle_won|Caravan battle won]] || Notification || Anywhere || Allows reforming the caravan on the world map&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_arrived_at_.28Location.29| Caravan arrived at (Location)]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_lost|Caravan lost]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_meeting_by_.28Caravan_ID.29|Caravan meeting by (Caravan ID)]] || Pop-up window || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ready|Caravan ready]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Demand|Demand]] || Hostile || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Peace_talks|Peace talks]]|| Quest || World || Expires on 15 days&lt;br /&gt;
|-&lt;br /&gt;
| [[#Rescuee_joins|Rescuee joins]]|| Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Ambush]] || Sub-event || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Sleeping mechanoids]] || Sub-event || Generated Map || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Anomaly events ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
:{{For|the complete list of events|Events/Anomaly}}&lt;br /&gt;
&lt;br /&gt;
Events from the [[Anomaly]]{{AnomalyIcon}} DLC work different from normal events and are intrinsically related to the [[Monolith]] structure. Due to this, all Anomaly events will be listed on its own page.&lt;br /&gt;
&lt;br /&gt;
=== Odyssey events ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Od page has volcanic ash, but not included here. Verify list complete}}&lt;br /&gt;
{{Main|Events/Odyssey}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Odyssey DLC Events&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Biomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Seasonal flooding]] || River Map|| Rainfall upriver is causing the river to swell.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gill rot]] || Map with Fish || A Parasitic Fungus that temporarily reduces fish population.&lt;br /&gt;
|-&lt;br /&gt;
| [[Orbital debris]] || Space || Cloud of Orbital Debris crashes into space location.&lt;br /&gt;
|-&lt;br /&gt;
| [[Volcanic ash]] || Lava Field || Ash from a nearby volcanic eruption is filling the sky.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lava flow]] || Lava Field||Lava has begun to flow into the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lava emergence]] || Lava Field || Lava is emerging from cracks in the ground. &lt;br /&gt;
|-&lt;br /&gt;
| [[Volcanic debris]] || Lava Field || A nearby volcanic eruption is showering the map with molten lava.&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomshroom sprout]] || Glowforest || A cluster of explosive Boomshrooms has sprouted nearby.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bioluminescent spores]] || Glowforest || Some variety of fungus is blossoming and producing bioluminescent spores.&lt;br /&gt;
|-&lt;br /&gt;
| [[Drought (Initial)]] || Grasslands || Hidden event that prevents rain.&lt;br /&gt;
|-&lt;br /&gt;
| [[Drought]] || Grasslands || Due to a recent lack of rain, a drought has begun.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Major threats ==&lt;br /&gt;
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]]. &lt;br /&gt;
&lt;br /&gt;
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between &amp;quot;OnDays&amp;quot; and &amp;quot;OffDays&amp;quot;, where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Major Threat Details}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-Majorthreats&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Major threats generation===&lt;br /&gt;
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's &amp;quot;schedule&amp;quot; is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates ([[Biotech|Biotech DLC]]{{BiotechIcon}}).&lt;br /&gt;
&lt;br /&gt;
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Raid Weights&lt;br /&gt;
|-&lt;br /&gt;
! Raid type !! Vanilla !! Royalty enabled{{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Raid || 7.40 || 7.40&lt;br /&gt;
|-&lt;br /&gt;
| DefoliatorShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| DronerShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| MechCluster {{RoyaltyIcon}}|| 0.00 || 1.90&lt;br /&gt;
|-&lt;br /&gt;
| Manhunter || 2.00 || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| MassInsanity || 1.30 || 1.30&lt;br /&gt;
|-&lt;br /&gt;
| Infest || 2.70 || 2.70&lt;br /&gt;
|-&lt;br /&gt;
| Problem Causer {{RoyaltyIcon}} || 0.00 || 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Anomaly DLC]] adds a number of major threats - see [[Events/Anomaly]] for the list.&lt;br /&gt;
&lt;br /&gt;
=== Raid Generation ===&lt;br /&gt;
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.&lt;br /&gt;
&lt;br /&gt;
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the &amp;quot;all sniper&amp;quot; or &amp;quot;all melee attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Enemy attack ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Raids}}&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.&lt;br /&gt;
&lt;br /&gt;
===== Arrival methods =====&lt;br /&gt;
Tribal-level factions can't use drop pods, so are limited to assaults.&lt;br /&gt;
&lt;br /&gt;
* '''Assaults''': Arrive at the edge of the map, either by walking or by [[drop pod]]. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.&lt;br /&gt;
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.&lt;br /&gt;
* '''Scatter drop''': Raiders immediately attack via drop pod, which have gone &amp;quot;haywire&amp;quot; and will disperse throughout the map.&lt;br /&gt;
&lt;br /&gt;
===== Types =====&lt;br /&gt;
* '''Smart''': &amp;quot;Unusually clever&amp;quot; raiders will seek to enter your base while avoiding [[trap]]s and [[turret]]s.&lt;br /&gt;
* '''Sappers''': Sappers will mine or destroy walls to create the shortest route to a colonist's bedroom. Groups of sappers are smaller in number than the other raid types. &lt;br /&gt;
* '''Breachers''': Appear with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.&lt;br /&gt;
* '''Siege''': See below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&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;
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;
==== Siege ====&lt;br /&gt;
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continuously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.&lt;br /&gt;
&lt;br /&gt;
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.&lt;br /&gt;
&lt;br /&gt;
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
----&lt;br /&gt;
{{main|Infestation}}&lt;br /&gt;
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. 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;
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{Temperature|-17}}. Light, and temperatures below {{Temperature|-8}} reduce the chance of infestations.&lt;br /&gt;
&lt;br /&gt;
The [[Infestation#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.&lt;br /&gt;
&lt;br /&gt;
The [[Infestation#Wastepack infestation|Wastepack infestations]] is a separate event available if [[Biotech]]{{BiotechIcon}} is active. The end effect is similar, but the mechanics are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter pack ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more &amp;quot;raiders&amp;quot;) than a regular raid. When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. A single animal can arrive and the event will still be called a &amp;quot;pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic wave ===&lt;br /&gt;
----&lt;br /&gt;
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.&lt;br /&gt;
&lt;br /&gt;
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep.&lt;br /&gt;
&lt;br /&gt;
This event has a [[#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
----&lt;br /&gt;
{{For|general information and advice on dealing with the mechs|Crashed ship parts}}&lt;br /&gt;
{{For|detailed information on the ship parts themselves|Ship part (defoliator)|Ship part (psychic droner)}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are damaged. While the ship part is still active, they will activate an intensifying negative effect on the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 95%&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:left; width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow. If the [[Biotech DLC]] is active, this ship part will also generate [[Pollution]]{{BiotechIcon}} from its center at a rate of 6 tiles per day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] modifies the drone's effect.&lt;br /&gt;
&lt;br /&gt;
The ship's is also capable of emitting psychic pulses that can drive wild animals to madness.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Poison ship.png|'''Defoliator ship'''&lt;br /&gt;
File:Psychic ship.png|'''Psychic ship'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mech cluster ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Mech cluster}}&lt;br /&gt;
Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynamos.&lt;br /&gt;
&lt;br /&gt;
=== Problem causer ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Condition causer}}&lt;br /&gt;
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extreme weather ==&lt;br /&gt;
These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-XWeather&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide Extreme Weather Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-XWeather&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
----&lt;br /&gt;
[[File:FlashstormScreenshot.png|300px|thumb|left]]&lt;br /&gt;
&amp;quot;''A freak localized storm is blasting a small area with repeated lightning strikes.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Flashstorm''' is a localized, intense '''[[lightning]] storm''' within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Flashstorm (psycast)|Flashstorm]] psycast {{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly sickened by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to nearly a quadrum.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a [[roof]]. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. 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;
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot.&lt;br /&gt;
&lt;br /&gt;
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].&lt;br /&gt;
&lt;br /&gt;
Excluding some special cases ([[Anima tree]]{{RoyaltyIcon}}, [[Anima grass]]{{RoyaltyIcon}}, [[Gauranlen tree]]{{IdeologyIcon}}, [[Gauranlen pod]]{{IdeologyIcon}}, [[Polux tree]]{{BiotechIcon}}), all plants will wither during the fallout, trees included. Every in-game hour, the affected plants will receive between 48.9 and 66.1 points of damage {{Check Tag|57.51667 base damage ±15%}}. Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.&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: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;
=== Volcanic winter ===&lt;br /&gt;
----&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;
'''Volcanic winter''' lowers the [[temperature]] and natural [[light]],which in turn weakens [[solar generator]]s and slows plant growth. They 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. Volcanic winters will last 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;
To be specific, the temperature is reduced by {{Temperature|7||delta}} and the light by 30% over the course of {{Ticks/gametime|50000}}. The wildlife density is cut by half, and pawns can no longer enjoy their time outside.{{Check Tag|Mechanic detail|What does this mean mechanically?}}&lt;br /&gt;
&lt;br /&gt;
Note that volcanic winters won't kill plants outright, but they still have the potential to kill plants should the temperature drop to a sufficiently cold point. Like cold snaps, building warmed and lit greenhouses can help with crop growth during volcanic winters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
These are the 3rd set of events able to be triggered by the [[storyteller]]. Internally, Random Events are classified as either good, bad, or quest.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomGood&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Good Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomGood&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ambrosia sprout ====&lt;br /&gt;
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]&lt;br /&gt;
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{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;
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. 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;
The ambrosia event must initially spawn in the growing season of the map tile.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px&amp;quot;&amp;gt;&amp;lt;ul class=&amp;quot;ul-column-width-150&amp;quot;&amp;gt;&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;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animals join ====&lt;br /&gt;
Tamed [[dog]]s or [[farm animals]] from off-map join your colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal self-tamed ====&lt;br /&gt;
[[File:Thrumbo self-tamed.png|300px|right]]&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.&lt;br /&gt;
&lt;br /&gt;
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the &amp;quot;Animals&amp;quot; tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.&lt;br /&gt;
&lt;br /&gt;
==== Aurora ====&lt;br /&gt;
An aurora lights up the night sky, giving a {{Thought|desc=The view is amazing.|label=beautiful aurora|value=+14|stack=1}} boost to anyone who is not [[Sight|blind]] and is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
Despite the event text stating that it will &amp;quot;make the night brighter&amp;quot;, it does not actually affect the [[light]] level.&lt;br /&gt;
&lt;br /&gt;
During an aurora a pawn looking for a recreation source is 8 times more likely to choose [[Recreation#Skygazing|skygazing]], and it restores 5 times more recreation.&lt;br /&gt;
&lt;br /&gt;
==== Cargo pods ====&lt;br /&gt;
[[File:Cargo pods.png|300px|right]]&lt;br /&gt;
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, 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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Herd migration: (Animal) ====&lt;br /&gt;
[[File:Thrumbo herd migration.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.&lt;br /&gt;
&lt;br /&gt;
The migrating animal will always be an animal that can spawn in the map's [[biome]] (or [[biomes]]{{OdysseyIcon}}). &lt;br /&gt;
* Coastal animals{{OdysseyIcon}} will only be selected if the map is a coastal map.&lt;br /&gt;
* If the map is [[polluted]]{{BiotechIcon}}, there's a chance that the game will select a animal that only spawns in polluted maps instead. The more polluted the map is, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
The number of animals spawned in will be one of these value, whichever is higher:&lt;br /&gt;
* A random number between 3 and 5&lt;br /&gt;
* 4 divided by the animal's [[body size]], rounded up.&lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:350px;&amp;quot;&amp;gt;&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This event may also be triggered on any biomes with the [[draw animals]]{{AnomalyIcon}} psychic ritual.&lt;br /&gt;
&lt;br /&gt;
==== Party ====&lt;br /&gt;
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get 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. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.&lt;br /&gt;
&lt;br /&gt;
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns, or the hosting pawn are drafted at once, or if a [[raid]] happens, then the party will be called off.&lt;br /&gt;
&lt;br /&gt;
==== Psychic soothe ====&lt;br /&gt;
[[File:Psychic soothe.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
{{Clear}}&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. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.&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;
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.&lt;br /&gt;
The pawn can also be a [[xenotype]]{{BiotechIcon}} that doesn't have any factions on the planet.{{Check Tag|Detail needed|Which xenotypes specifically can be used? All the default types? Wb Sanguo? Wb preferred xenotypes? Wb custom ones from made during game genration? Wb custom ones made after?}} &lt;br /&gt;
&lt;br /&gt;
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.&lt;br /&gt;
&lt;br /&gt;
===== Paralytic abasia =====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.&lt;br /&gt;
&lt;br /&gt;
==== Wanderer joins ====&lt;br /&gt;
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, 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 [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to withstand the harshness of nature (e.g. extreme temperatures) and may fall unconscious, allowing you to rescue them like transport pod crash victims. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} 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)men may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire. Wild people can hunt human pawns for food like a predator, regardless of whether they are cannibals or not. Wild people who are incapable of violence will not hunt at all, but may still become manhunter when provoked.&lt;br /&gt;
&lt;br /&gt;
Wild (wo)men will not appear during [[Events#Toxic fallout|toxic fallout]], during [[Pollution#Acidic smog|acidic smog]], or if the expected outdoor temperature based on the current season is outside their comfortable range ({{Temperature|16|26}}).&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: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;
==== Traveler Visit ====&lt;br /&gt;
{{:Traveler}}&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. Visitors possess no higher purpose otherwise, but will fight mutual enemies.&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;
==== Royal Tribute Collector ====&lt;br /&gt;
{{Royalty|section=1}}&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;
==== Gauranlen pod sprout ====&lt;br /&gt;
{{Ideology|section=1}}&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;
==== Polux tree sprout ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Bad Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomBad&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beavers! ====&lt;br /&gt;
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.&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;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&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;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Eclipse ====&lt;br /&gt;
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 15 days&lt;br /&gt;
&lt;br /&gt;
==== Heat wave ====&lt;br /&gt;
{{stub|section=1|reason=Needs details. What's the chance for a fire to occur?}}&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. To be precise, the temperature will increase by {{Temperature|17||delta}} over 12000 game ticks (4.8 in-game hours). There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Cold Snaps, Volcanic Winter, nor additional Heat Waves. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Cold snap ====&lt;br /&gt;
A cold snap strikes the colony, driving outdoor [[temperature]] unusually low for 1.5 and 3.5 days. To be precise, the temperature decreases by {{Temperature|20||delta}} over 12000 game ticks (4.8 in-game hours). It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}, and will not reoccur for 30 days. 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;
Do note that an while this event remains active, the colony will not trigger the events Heat Waves, Volcanic Winter, nor additional Cold Snaps. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Mad animal ====&lt;br /&gt;
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target.&lt;br /&gt;
&lt;br /&gt;
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.&lt;br /&gt;
&lt;br /&gt;
==== Psychic drone ====&lt;br /&gt;
{{For|the moodlet|Thought#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; 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). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days. Below 800 raid points, a Psychic Drone is always Low level. Above 2000 Raid Points, a Psychic Drone is High level. Between 800 and 2000 Psychic drones are Medium level.&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
==== Solar flare ====&lt;br /&gt;
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.&lt;br /&gt;
* Crops in a [[hydroponics basin]] will rapidly degrade, 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;
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]. {{AnomalyIcon}}&lt;br /&gt;
* Shuttles ([[imperial shuttle|imperial]] and [[passenger shuttle|passenger]] {{OdysseyIcon}}) cannot take off during a solar flare.&lt;br /&gt;
&lt;br /&gt;
Due to its length, most of the adverse effects are manageable.&lt;br /&gt;
&lt;br /&gt;
==== Zzztt ====&lt;br /&gt;
A short-circuit has occured, causing an explosion at a [[power conduit]] or electrical appliance under [[weather]]. There are two different types of short-circut events:&lt;br /&gt;
&lt;br /&gt;
First, any regular [[power conduit]] with power flowing through it may suffer a fault, causing a short circuit. This variant of the event has a minimum cooldown of 8 days. [[Hidden conduit]]s and [[waterproof conduit]]s are ''not'' valid targets for this variant of short circuit, meaning it can be avoided by building the entire base out of hidden/waterproof conduits.&lt;br /&gt;
&lt;br /&gt;
Also, if certain buildings are left unroofed and are exposed to [[weather|rain or snow]], a short circuit may occur on the building. This can be avoided by simply roofing in all applicable buildings.&lt;br /&gt;
&lt;br /&gt;
The following buildings can short circuit due to weather:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:700px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sun lamp]]&lt;br /&gt;
* [[Tube television]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Megascreen television]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Multi-analyzer]]&lt;br /&gt;
* [[Vitals monitor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Electric tailor bench]]&lt;br /&gt;
* [[Electric smithy]]&lt;br /&gt;
* [[Machining table]]&lt;br /&gt;
* [[Electric stove]]&lt;br /&gt;
* [[Electric smelter]]&lt;br /&gt;
* [[Biofuel refinery]]&lt;br /&gt;
* [[Fabrication bench]]&lt;br /&gt;
* [[Hi-tech research bench]]&lt;br /&gt;
* [[Electric crematorium]]&lt;br /&gt;
* [[Heater]]&lt;br /&gt;
* [[Lightball]]{{IdeologyIcon}}&lt;br /&gt;
* [[Loudspeaker]]{{IdeologyIcon}}&lt;br /&gt;
* [[Autobong]]{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process. &lt;br /&gt;
&lt;br /&gt;
The explosion radius is controlled by the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored. Bomb explosions can occur beyond once 4,900 Wd are stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Explosion radii per number of [[batteries]] filled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width  = 400&lt;br /&gt;
| height = 150&lt;br /&gt;
| type   = rect &lt;br /&gt;
| legend = Legend&lt;br /&gt;
| colors = gold, firebrick&lt;br /&gt;
| yGrid  =&lt;br /&gt;
| xGrid  =&lt;br /&gt;
| xAxisTitle = Filled Batteries&lt;br /&gt;
| xAxisMin   = &lt;br /&gt;
| xAxisMax   =&lt;br /&gt;
| yAxisMin   = &lt;br /&gt;
| yAxisMax   = &lt;br /&gt;
| yAxisTitle = Radius (Tiles)&lt;br /&gt;
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10&lt;br /&gt;
| y1Title = Flame explosion&lt;br /&gt;
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}&lt;br /&gt;
| y2Title = Bomb explosion&lt;br /&gt;
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash (Ghoul) ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.&lt;br /&gt;
&lt;br /&gt;
==== Gray pall ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Incidental Events ==&lt;br /&gt;
:{{For|a detailed list of these events|Events/Incidental}}&lt;br /&gt;
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.&lt;br /&gt;
For purposes of the wiki, these are divided in good, bad, faction, informational, and social events.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
These are events related to/only triggered on the overworld.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide World Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-WorldEvents&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;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, and can reform the caravan on the world map.&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;
[[File:Caravan destroyed.png|thumb|right|400px]]&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;
{{Clear}}&lt;br /&gt;
&amp;lt;!--&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;
--&amp;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;
==== Demand ====&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, 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;
==== Peace talks ====&lt;br /&gt;
{{See also|Peace talks}}&lt;br /&gt;
[[File:Peace talks.png|thumb|right|300px]]&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 sub-event of its own. No matter the outcome, your negotiator will always gain 6000 XP to social skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Result !! Description !! Base Weight&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk triumph''' || The peace talks were very successful, giving a great boost to relations from {{+|100}} to {{+|110}}. In addition, the faction will give a farewell gift worth between 500 and 1200 silver. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk success''' || The talks were a success, and relations between the factions have warmed somewhat, from {{+|60}} to {{+|70}}. || 0.55&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk flounder''' || The talks were neither successful nor a failure, and relations remain unchanged. || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk backfire''' || The peace talks backfired, and relations have gotten worse than they started, from {{--|10}} to {{--|20}} relations. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk disaster''' || The peace talks have failed so miserably that the faction hates you a lot more now, dropping your relations by up to {{--|50}}, as well as turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.&amp;lt;br&amp;gt;Do note that relations will not drop below {{--|75}}, so there's no penalty if relation are worse than that. || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Outcome chances =====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's [[Negotiation Ability]] stat and, if the [[Ideology DLC]] is active, the presence/absence of your [[leader]].{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;div id=&amp;quot;wrap&amp;quot; style=&amp;quot;width:820px; margin:10;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;left_col&amp;quot; style=&amp;quot;float:left; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
First, the negotiator's [[Negotiation Ability]] stat goes through a simple curve to determine the '''bad outcome factor'''. In this formula, X is the decimal equivalent to the negotiation ability. As an example, a negotiation ability of 130% gives us an X value of 1.3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Negotiation Ability !! Bad outcome factor !! Observations&lt;br /&gt;
|-&lt;br /&gt;
| '''0%''' || 4 || Not possible in practice.&lt;br /&gt;
|-&lt;br /&gt;
| '''0% - 100%''' || 4 - 3*X ||&lt;br /&gt;
|-&lt;br /&gt;
| '''100%''' || 1 || Equivalent to lvl 8 Social&lt;br /&gt;
|-&lt;br /&gt;
| '''100% - 150%''' || 1 - 1.2 * (X-1)  ||&lt;br /&gt;
|-&lt;br /&gt;
| '''150%''' || 0.4 || Equivalent to lvl 15+ Social&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;right_col&amp;quot; style=&amp;quot;float:right; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
If the [[Ideology DLC]] is active, the '''bad outcome factor''' is then multiplied by:&lt;br /&gt;
* {{Good|0.95}}, if the colony leader is present on this caravan.&lt;br /&gt;
* {{Bad|1.05}}, if he's not.&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;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
Finally, the probability of each outcome is:&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;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Example&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
Take a level 12 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_noDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
Without [[Ideology DLC]] active: &lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# The new weight of each outcome:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.64) = 0.15625&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.64) = 0.859375&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.64 = 0.064&lt;br /&gt;
#* Disaster = 0.05 * 0.64 = 0.032&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.15625 + 0.859375 + 0.2 + 0.064 + 0.032 = 1.311625&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.15625 / 1.311625 = 11.91%&lt;br /&gt;
#* Success = 0.859375 / 1.311625 = 65.52%&lt;br /&gt;
#* Flounder = 0.2 / 1.311625 = 15.25%&lt;br /&gt;
#* Backfire = 0.064 / 1.311625 = 4.88%&lt;br /&gt;
#* Disaster = 0.032 / 1.311625 = 2.44%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_withDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
With [[Ideology DLC]] active:&lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# Assuming the leader is present, the bad outcome factor gets reduced to 0.608.&lt;br /&gt;
# The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.608) = 0.164&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.608) = 0.905&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.608 = 0.0608&lt;br /&gt;
#* Disaster = 0.05 * 0.608 = 0.0304&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.164 + 0.905 + 0.2 + 0.0608 + 0.0304 = 1.3602&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.164 / 1.3602 = 12.05%&lt;br /&gt;
#* Success = 0.905 / 1.3602 = 66.53%&lt;br /&gt;
#* Flounder = 0.2 / 1.3602 = 14.70%&lt;br /&gt;
#* Backfire = 0.0608 / 1.3602 = 4.46%&lt;br /&gt;
#* Disaster = 0.0304 / 1.3602 = 2.23%&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== 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|thumb|right|400px]]&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;
{{Clear}}&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;
&amp;lt;/div&amp;gt;&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;
&amp;lt;span class=&amp;quot;mw-Gameend_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Gameend_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game over ====&lt;br /&gt;
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]&lt;br /&gt;
This happens when all your colonists are either dead, missing, or left the planet. The game will show a Letter which says that [[Endings#Colony_End|everyone is gone or dead]], and allows you to return to the main menu. You can continue playing, and 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;
Post 1.4, the game over letter has been updated with the option to generate multiple new colonists as a whole group. This event is referred to in the [[Scenario_system|scenario editor]] as the Wanderer'''s''' &amp;lt;small&amp;gt;(plural)&amp;lt;/small&amp;gt; Join incident, although it always occurs, only manually. This works just the same as the beginning colonist selection, including specifying age range and xenotypes and sharing your original ideology. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Planetkiller ====&lt;br /&gt;
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]&lt;br /&gt;
&amp;quot;''An interstellar planetkiller weapon is approaching this planet. It will smash the planet apart like a rifle bullet hitting an egg, annihilating all life.''&amp;quot;&lt;br /&gt;
&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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Ending - The Archonexus Core ====&lt;br /&gt;
For specifics, see [[Endings#The_Archonexus]].&lt;br /&gt;
&lt;br /&gt;
Once it happens, your colony is successfully noticed by an archotech. What happens next is left to speculation.&lt;br /&gt;
&lt;br /&gt;
Similar to the Planetkiller and unlike other endings, you cannot continue the game once reaching this ending. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous versions of RimWorld, now removed.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Legacy_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Legacy_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|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;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|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;
=== 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Event data ==&lt;br /&gt;
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Eventdata_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Eventdata_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&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]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[#Friendlies|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[#Mad animal|Mad animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[#Beavers!|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[#Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[#Cargo Pods|Cargo pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&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;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Organ&amp;lt;br/&amp;gt;Decay&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland{{#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;
| {{#vardefineecho: as_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert{{#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;
| {{#vardefineecho: d_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert{{#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;
| {{#vardefineecho: ed_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest{{#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;
| {{#vardefineecho: bf_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra{{#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;
| {{#vardefineecho: t_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet{{#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;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice{{#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;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest{{#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;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest{{#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;
| {{#vardefineecho: tr_decay | 10}}&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;
&amp;lt;/div&amp;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]] - [[#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[#Volcanic winter|Volcanic winter]], [[#Refugee Chased at (Settlement)|Chased refugee]], [[#Psychic soothe|Psychic sooth]], [[#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]] - [[#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[#(Animals) join|Farm Animals Wander In]], [[#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[#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]] - [[#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. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pollution&amp;diff=180690</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pollution&amp;diff=180690"/>
		<updated>2026-06-06T14:56:56Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Summary */ wildlife spawning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers specifically to map pollution caused by the spread of ''toxic'' pollution, which generally results from the use of [[toxifier generator]]s or the decay of [[toxic wastepack]]s, which are generally produced via the recharging of [[allied mechanoid|friendly mechanoid]]s. Using [[wood-fired generator]]s or [[chemfuel generator]]s does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
== Creation and spread ==&lt;br /&gt;
==== Within colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Hexes on the world map can be polluted on world generation or by player action.&lt;br /&gt;
&lt;br /&gt;
Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in  splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per wastepack dumped, or 1.3% per full transport pod - with the exception of [[sea ice]] tiles where the rate is 0.4% per wastepack dumped. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement('''relationship penalty'''='''Number of wastepacks''' * '''distance coefficient'''|The distance coefficient represents the impact of the distance from the waste pod drop location to the faction position on the relationship penalty. The coefficients are as follows: 100% for 0 tiles, 50% for 1 tile, 20% for 2-4 tiles, 10% for 5-7 tiles, and 6.67% for 8-16 tiles ). Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you(Probability = '''relationship penalty'''%).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects, missing plants that can occur}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely: &lt;br /&gt;
* [[Toxipotato plant]]s;&lt;br /&gt;
* [[Devilstrand]];&lt;br /&gt;
* [[Psychoid plant]]s; and&lt;br /&gt;
* [[Gray pine tree]]s&lt;br /&gt;
&lt;br /&gt;
Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] while standing or walking on these tiles at a rate of 40% severity per day.&lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Total antitoxic lungs]], [[Tox immunity]] or [[Breathless]]{{OdysseyIcon}} genes, having any installed [[Detoxifier lung|Detoxifier]] or [[Fleshmass lung]]s or having 100% [[Toxic Environment Resistance]] / [[Toxic Resistance]] renders immunity to the acidic smog moodlet. [[Partial antitoxic lungs]] / [[Tox resistance]] genes do not resist the acidic smog moodlet.&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Pollution stimulus (gene)|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of them.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Pollution stimulus (gene)|Pollution stimulus]] gene are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
The level of pollution on the map affects wildlife spawning in two ways:&lt;br /&gt;
&lt;br /&gt;
* The ''wildlife density factor'' is a multiplier against the target wildlife density that the game tries to maintain on the map. Effectively this means maps with higher levels of pollution will contain less wildlife on average. The factor scales linearly from 1 at ≤10% pollution to 0.25 at 100% pollution.&lt;br /&gt;
&lt;br /&gt;
* Pollution raises the chance that any wild animal the game chooses to spawn will be a pollution-type species. The map's [[biome]] determines which species are in the pollution category: for example, the [[Desert]] biome specifies [[Iguana]] and [[Megascarab]].&lt;br /&gt;
&lt;br /&gt;
The density factor only applies to regular wildlife spawning, not animals spawned by [[Events]] or [[Quests]]. On the other hand, the influence on species is taken into account for regular wildlife spawning, [[Events#Herd_migration: (Animal)|herd migrations]], [[Events#Manhunter pack|manhunter packs]], [[shambler swarm animals]], and [[Events/Anomaly#Frenzied_Animals|frenzied animals]].&lt;br /&gt;
{{col-begin|width=0}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Pollution % !! Wildlife&amp;lt;br/&amp;gt;Density&amp;lt;br/&amp;gt;Factor !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 200 &lt;br /&gt;
| height = 200 &lt;br /&gt;
| type = line &lt;br /&gt;
| xAxisTitle = Pollution %&lt;br /&gt;
| yAxisTitle = Wildlife Density Factor&lt;br /&gt;
| x = 0, 10, 100&lt;br /&gt;
| y = 1, 1, 0.25&lt;br /&gt;
| xAxisMin = 0 &lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| xAxisMax = 100&lt;br /&gt;
| yAxisMax = 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.25&lt;br /&gt;
|}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Pollution % !! Wildlife Type&amp;lt;br/&amp;gt;Influence !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 200 &lt;br /&gt;
| height = 200 &lt;br /&gt;
| type = line &lt;br /&gt;
| xAxisTitle = Pollution %&lt;br /&gt;
| yAxisTitle = Wildlife Type Influence&lt;br /&gt;
| x = 0, 25, 75, 100&lt;br /&gt;
| y = 0, 0.1, 0.9, 1&lt;br /&gt;
| xAxisMin = 0 &lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| xAxisMax = 100&lt;br /&gt;
| yAxisMax = 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 1&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
== Pollution mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution using a [[Zone/Area#Pollution removal area|Pollution removal area]].&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestige robe]] ({{+|20}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
&lt;br /&gt;
Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Several issues with pollution clearing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180689</id>
		<title>User:Cauterite/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180689"/>
		<updated>2026-06-06T14:38:29Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Summary */ sandbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers specifically to map pollution caused by the spread of ''toxic'' pollution, which generally results from the use of [[toxifier generator]]s or the decay of [[toxic wastepack]]s, which are generally produced via the recharging of [[allied mechanoid|friendly mechanoid]]s. Using [[wood-fired generator]]s or [[chemfuel generator]]s does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
== Creation and spread ==&lt;br /&gt;
==== Within colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Hexes on the world map can be polluted on world generation or by player action.&lt;br /&gt;
&lt;br /&gt;
Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in  splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
== Goodwill Effect ==&lt;br /&gt;
&lt;br /&gt;
Pollution can lower [[goodwill]] of other factions if the player is deemed responsible:&lt;br /&gt;
&lt;br /&gt;
* When dumping wastepacks onto an inactive world tile, such as via a [[caravan]] or [[transport pod]].&lt;br /&gt;
* When abandoning a settlement or exiting a site containing wastepacks (including [[Camping|campsites]], caravan [[Caravan#Ambush|ambush]] sites, mission sites).&lt;br /&gt;
* When abandoning a settlement or exiting a site where the pollution level is higher than it was when the world tile was initially settled on or entered.&lt;br /&gt;
* When a wastepack dissolves in any world tile which is not player-controlled.&lt;br /&gt;
&lt;br /&gt;
The affected faction is determined by the closest non-player settlement to the polluted world tile. If there are multiple factions located the same distance from the tile, a random faction is chosen among them. &lt;br /&gt;
&lt;br /&gt;
The goodwill penalty is calculated based on the distance to the faction settlement and the number of wastepacks worth of pollution created. If intact wastepacks are left behind, or a wastepack dissolves on a non player-controlled site, the number of wastepacks is simply counted. If polluted tiles are left behind, the number of polluted tiles initially generated on the map is subtracted from the current number of polluted tiles, then divided by 6 to get the equivalent number of wastepacks. The result is rounded down, so 5 extra tiles or less is equivalent to zero wastepacks - however, the penalty will only be skipped if the number of extra ''tiles'' is zero. Wastepacks and polluted tiles are penalised independently - even if the net result is a reduction in pollution, leaving behind any wastepacks will still incur a penalty.&lt;br /&gt;
&lt;br /&gt;
If a wastepack dissolves on a non player-controlled site, and the pollution isn't cleaned up, the goodwill penalty is applied twice: once immediately when the wastepack dissolves, and again after exiting the site.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement('''relationship penalty'''='''Number of wastepacks''' * '''distance coefficient'''|The distance coefficient represents the impact of the distance from the waste pod drop location to the faction position on the relationship penalty. The coefficients are as follows: 100% for 0 tiles, 50% for 1 tile, 20% for 2-4 tiles, 10% for 5-7 tiles, and 6.67% for 8-16 tiles ). Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you(Probability = '''relationship penalty'''%).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Distance !! Goodwill&amp;lt;br/&amp;gt;Multiplier !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 200 &lt;br /&gt;
| height = 200 &lt;br /&gt;
| type = line &lt;br /&gt;
| xAxisTitle = Distance&lt;br /&gt;
| yAxisTitle = Goodwill Multiplier&lt;br /&gt;
| x = 0, 1, 2, 5, 8, 16.0001&lt;br /&gt;
| y = 1, 0.5, 0.2, 0.1, 0.066, 0.05 &lt;br /&gt;
| xAxisMin = 0 &lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| xAxisMax = 17&lt;br /&gt;
| yAxisMax = 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0.066&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;16 || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects, missing plants that can occur}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely: &lt;br /&gt;
* [[Toxipotato plant]]s;&lt;br /&gt;
* [[Devilstrand]];&lt;br /&gt;
* [[Psychoid plant]]s; and&lt;br /&gt;
* [[Gray pine tree]]s&lt;br /&gt;
&lt;br /&gt;
Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] while standing or walking on these tiles at a rate of 40% severity per day.&lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Total antitoxic lungs]], [[Tox immunity]] or [[Breathless]]{{OdysseyIcon}} genes, having any installed [[Detoxifier lung|Detoxifier]] or [[Fleshmass lung]]s or having 100% [[Toxic Environment Resistance]] / [[Toxic Resistance]] renders immunity to the acidic smog moodlet. [[Partial antitoxic lungs]] / [[Tox resistance]] genes do not resist the acidic smog moodlet.&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Pollution stimulus (gene)|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of them.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Pollution stimulus (gene)|Pollution stimulus]] gene are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
The level of pollution on the map affects wildlife spawning in two ways:&lt;br /&gt;
&lt;br /&gt;
* The ''wildlife density factor'' is a multiplier against the target wildlife density that the game tries to maintain on the map. Effectively this means maps with higher levels of pollution will contain less wildlife on average. The factor scales linearly from 1 at ≤10% pollution to 0.25 at 100% pollution.&lt;br /&gt;
&lt;br /&gt;
* Pollution raises the chance that any wild animal the game chooses to spawn will be a pollution-type species. The map's [[biome]] determines which species are in the pollution category: for example, the [[Desert]] biome specifies [[Iguana]] and [[Megascarab]].&lt;br /&gt;
&lt;br /&gt;
The density factor only applies to regular wildlife spawning, not animals spawned by [[Events]] or [[Quests]]. On the other hand, the influence on species is taken into account for regular wildlife spawning, [[Events#Herd_migration: (Animal)|herd migrations]], [[Events#Manhunter pack|manhunter packs]], [[shambler swarm animals]], and [[Events/Anomaly#Frenzied_Animals|frenzied animals]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Pollution % !! Wildlife&amp;lt;br/&amp;gt;Density&amp;lt;br/&amp;gt;Factor !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 200 &lt;br /&gt;
| height = 200 &lt;br /&gt;
| type = line &lt;br /&gt;
| xAxisTitle = Pollution %&lt;br /&gt;
| yAxisTitle = Wildlife Density Factor&lt;br /&gt;
| x = 0, 10, 100&lt;br /&gt;
| y = 1, 1, 0.25&lt;br /&gt;
| xAxisMin = 0 &lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| xAxisMax = 100&lt;br /&gt;
| yAxisMax = 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Pollution % !! Wildlife Type&amp;lt;br/&amp;gt;Influence !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 200 &lt;br /&gt;
| height = 200 &lt;br /&gt;
| type = line &lt;br /&gt;
| xAxisTitle = Pollution %&lt;br /&gt;
| yAxisTitle = Wildlife Type Influence&lt;br /&gt;
| x = 0, 25, 75, 100&lt;br /&gt;
| y = 0, 0.1, 0.9, 1&lt;br /&gt;
| xAxisMin = 0 &lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| xAxisMax = 100&lt;br /&gt;
| yAxisMax = 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pollution mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution using a [[Zone/Area#Pollution removal area|Pollution removal area]].&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestige robe]] ({{+|20}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
&lt;br /&gt;
Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Several issues with pollution clearing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180668</id>
		<title>User:Cauterite/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180668"/>
		<updated>2026-06-02T18:19:06Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: sandbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers specifically to map pollution caused by the spread of ''toxic'' pollution, which generally results from the use of [[toxifier generator]]s or the decay of [[toxic wastepack]]s, which are generally produced via the recharging of [[allied mechanoid|friendly mechanoid]]s. Using [[wood-fired generator]]s or [[chemfuel generator]]s does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
== Creation and spread ==&lt;br /&gt;
==== Within colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Hexes on the world map can be polluted on world generation or by player action.&lt;br /&gt;
&lt;br /&gt;
Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in  splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
== Goodwill Effect ==&lt;br /&gt;
&lt;br /&gt;
Pollution can lower [[goodwill]] of other factions if the player is deemed responsible:&lt;br /&gt;
&lt;br /&gt;
* When dumping wastepacks onto an inactive world tile, such as via a [[caravan]] or [[transport pod]].&lt;br /&gt;
* When abandoning a settlement or exiting a site containing wastepacks (including [[Camping|campsites]], caravan [[Caravan#Ambush|ambush]] sites, mission sites).&lt;br /&gt;
* When abandoning a settlement or exiting a site where the pollution level is higher than it was when the world tile was initially settled on or entered.&lt;br /&gt;
* When a wastepack dissolves in any world tile which is not player-controlled.&lt;br /&gt;
&lt;br /&gt;
The affected faction is determined by the closest non-player settlement to the polluted world tile. If there are multiple factions located the same distance from the tile, a random faction is chosen among them. &lt;br /&gt;
&lt;br /&gt;
The goodwill penalty is calculated based on the distance to the faction settlement and the number of wastepacks worth of pollution created. If intact wastepacks are left behind, or a wastepack dissolves on a non player-controlled site, the number of wastepacks is simply counted. If polluted tiles are left behind, the number of polluted tiles initially generated on the map is subtracted from the current number of polluted tiles, then divided by 6 to get the equivalent number of wastepacks. The result is rounded down, so 5 extra tiles or less is equivalent to zero wastepacks - however, the penalty will only be skipped if the number of extra ''tiles'' is zero. Wastepacks and polluted tiles are penalised independently - even if the net result is a reduction in pollution, leaving behind any wastepacks will still incur a penalty.&lt;br /&gt;
&lt;br /&gt;
If a wastepack dissolves on a non player-controlled site, and the pollution isn't cleaned up, the goodwill penalty is applied twice: once immediately when the wastepack dissolves, and again after exiting the site.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement('''relationship penalty'''='''Number of wastepacks''' * '''distance coefficient'''|The distance coefficient represents the impact of the distance from the waste pod drop location to the faction position on the relationship penalty. The coefficients are as follows: 100% for 0 tiles, 50% for 1 tile, 20% for 2-4 tiles, 10% for 5-7 tiles, and 6.67% for 8-16 tiles ). Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you(Probability = '''relationship penalty'''%).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Distance !! Goodwill&amp;lt;br/&amp;gt;Multiplier !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 200 &lt;br /&gt;
| height = 200 &lt;br /&gt;
| type = line &lt;br /&gt;
| xAxisTitle = Distance&lt;br /&gt;
| yAxisTitle = Goodwill Multiplier&lt;br /&gt;
| x = 0, 1, 2, 5, 8, 16.0001&lt;br /&gt;
| y = 1, 0.5, 0.2, 0.1, 0.066, 0.05 &lt;br /&gt;
| xAxisMin = 0 &lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| xAxisMax = 17&lt;br /&gt;
| yAxisMax = 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0.066&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;16 || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects, missing plants that can occur}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely: &lt;br /&gt;
* [[Toxipotato plant]]s;&lt;br /&gt;
* [[Devilstrand]];&lt;br /&gt;
* [[Psychoid plant]]s; and&lt;br /&gt;
* [[Gray pine tree]]s&lt;br /&gt;
&lt;br /&gt;
Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] while standing or walking on these tiles at a rate of 40% severity per day.&lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Total antitoxic lungs]], [[Tox immunity]] or [[Breathless]]{{OdysseyIcon}} genes, having any installed [[Detoxifier lung|Detoxifier]] or [[Fleshmass lung]]s or having 100% [[Toxic Environment Resistance]] / [[Toxic Resistance]] renders immunity to the acidic smog moodlet. [[Partial antitoxic lungs]] / [[Tox resistance]] genes do not resist the acidic smog moodlet.&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Pollution stimulus (gene)|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of them.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Pollution stimulus (gene)|Pollution stimulus]] gene are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Pollution !! Wildlife&amp;lt;br/&amp;gt;Density&amp;lt;br/&amp;gt;Factor !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 200 &lt;br /&gt;
| height = 200 &lt;br /&gt;
| type = line &lt;br /&gt;
| xAxisTitle = Pollution&lt;br /&gt;
| yAxisTitle = Wildlife Density Factor&lt;br /&gt;
| x = 0, 0.1, 1&lt;br /&gt;
| y = 1, 1, 0.25&lt;br /&gt;
| xAxisMin = 0 &lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| xAxisMax = 1&lt;br /&gt;
| yAxisMax = 1}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;0.1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Pollution !! Wildlife Type&amp;lt;br/&amp;gt;Influence !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 200 &lt;br /&gt;
| height = 200 &lt;br /&gt;
| type = line &lt;br /&gt;
| xAxisTitle = Pollution&lt;br /&gt;
| yAxisTitle = Wildlife Type Influence&lt;br /&gt;
| x = 0, 0.25, 0.75, 1&lt;br /&gt;
| y = 0, 0.1, 0.9, 1&lt;br /&gt;
| xAxisMin = 0 &lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| xAxisMax = 1&lt;br /&gt;
| yAxisMax = 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 0.25 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 0.75 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
| 0.9 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pollution mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution using a [[Zone/Area#Pollution removal area|Pollution removal area]].&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestige robe]] ({{+|20}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
&lt;br /&gt;
Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Several issues with pollution clearing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180667</id>
		<title>User:Cauterite/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180667"/>
		<updated>2026-06-02T18:07:17Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: sandbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers specifically to map pollution caused by the spread of ''toxic'' pollution, which generally results from the use of [[toxifier generator]]s or the decay of [[toxic wastepack]]s, which are generally produced via the recharging of [[allied mechanoid|friendly mechanoid]]s. Using [[wood-fired generator]]s or [[chemfuel generator]]s does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
== Creation and spread ==&lt;br /&gt;
==== Within colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Hexes on the world map can be polluted on world generation or by player action.&lt;br /&gt;
&lt;br /&gt;
Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in  splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
== Goodwill Effect ==&lt;br /&gt;
&lt;br /&gt;
Pollution can lower [[goodwill]] of other factions if the player is deemed responsible:&lt;br /&gt;
&lt;br /&gt;
* When dumping wastepacks onto an inactive world tile, such as via a [[caravan]] or [[transport pod]].&lt;br /&gt;
* When abandoning a settlement or exiting a site containing wastepacks (including [[Camping|campsites]], caravan [[Caravan#Ambush|ambush]] sites, mission sites).&lt;br /&gt;
* When abandoning a settlement or exiting a site where the pollution level is higher than it was when the world tile was initially settled on or entered.&lt;br /&gt;
* When a wastepack dissolves in any world tile which is not player-controlled.&lt;br /&gt;
&lt;br /&gt;
The affected faction is determined by the closest non-player settlement to the polluted world tile. If there are multiple factions located the same distance from the tile, a random faction is chosen among them. &lt;br /&gt;
&lt;br /&gt;
The goodwill penalty is calculated based on the distance to the faction settlement and the number of wastepacks worth of pollution created. If intact wastepacks are left behind, or a wastepack dissolves on a non player-controlled site, the number of wastepacks is simply counted. If polluted tiles are left behind, the number of polluted tiles initially generated on the map is subtracted from the current number of polluted tiles, then divided by 6 to get the equivalent number of wastepacks. The result is rounded down, so 5 extra tiles or less is equivalent to zero wastepacks - however, the penalty will only be skipped if the number of extra ''tiles'' is zero. Wastepacks and polluted tiles are penalised independently - even if the net result is a reduction in pollution, leaving behind any wastepacks will still incur a penalty.&lt;br /&gt;
&lt;br /&gt;
If a wastepack dissolves on a non player-controlled site, and the pollution isn't cleaned up, the goodwill penalty is applied twice: once immediately when the wastepack dissolves, and again after exiting the site.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement('''relationship penalty'''='''Number of wastepacks''' * '''distance coefficient'''|The distance coefficient represents the impact of the distance from the waste pod drop location to the faction position on the relationship penalty. The coefficients are as follows: 100% for 0 tiles, 50% for 1 tile, 20% for 2-4 tiles, 10% for 5-7 tiles, and 6.67% for 8-16 tiles ). Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you(Probability = '''relationship penalty'''%).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Distance !! Goodwill&amp;lt;br/&amp;gt;Multiplier !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 200 &lt;br /&gt;
| height = 200 &lt;br /&gt;
| type = line &lt;br /&gt;
| xAxisTitle = Distance&lt;br /&gt;
| yAxisTitle = Goodwill Multiplier&lt;br /&gt;
| x = 0, 1, 2, 5, 8, 16.0001&lt;br /&gt;
| y = 1, 0.5, 0.2, 0.1, 0.066, 0.05 &lt;br /&gt;
| xAxisMin = 0 &lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| xAxisMax = 17&lt;br /&gt;
| yAxisMax = 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0.066&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;16 || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects, missing plants that can occur}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely: &lt;br /&gt;
* [[Toxipotato plant]]s;&lt;br /&gt;
* [[Devilstrand]];&lt;br /&gt;
* [[Psychoid plant]]s; and&lt;br /&gt;
* [[Gray pine tree]]s&lt;br /&gt;
&lt;br /&gt;
Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] while standing or walking on these tiles at a rate of 40% severity per day.&lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Total antitoxic lungs]], [[Tox immunity]] or [[Breathless]]{{OdysseyIcon}} genes, having any installed [[Detoxifier lung|Detoxifier]] or [[Fleshmass lung]]s or having 100% [[Toxic Environment Resistance]] / [[Toxic Resistance]] renders immunity to the acidic smog moodlet. [[Partial antitoxic lungs]] / [[Tox resistance]] genes do not resist the acidic smog moodlet.&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Pollution stimulus (gene)|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of them.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Pollution stimulus (gene)|Pollution stimulus]] gene are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Pollution !! Wildlife&amp;lt;br/&amp;gt;Density&amp;lt;br/&amp;gt;Factor !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 200 &lt;br /&gt;
| height = 200 &lt;br /&gt;
| type = line &lt;br /&gt;
| xAxisTitle = Pollution&lt;br /&gt;
| yAxisTitle = Wildlife Density Factor&lt;br /&gt;
| x = 0, 0.1, 1&lt;br /&gt;
| y = 1, 1, 0.25&lt;br /&gt;
| xAxisMin = 0 &lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| xAxisMax = 1&lt;br /&gt;
| yAxisMax = 1}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;0.1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pollution mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution using a [[Zone/Area#Pollution removal area|Pollution removal area]].&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestige robe]] ({{+|20}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
&lt;br /&gt;
Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Several issues with pollution clearing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Comfort&amp;diff=180664</id>
		<title>Comfort</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Comfort&amp;diff=180664"/>
		<updated>2026-06-01T18:07:02Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Strategy */ fix typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For|discussion on comfortable temperature ranges|Temperature#On_pawns{{!}}Temperature}}&lt;br /&gt;
'''Comfort''' has two related meanings in ''Rimworld'':&lt;br /&gt;
* Colonists have a [[need]] for &amp;quot;comfort&amp;quot;, which influences their [[mood]].&lt;br /&gt;
* [[Furniture]] has a property ([[stat]]) called &amp;quot;[[Comfort (Stat)|comfort]]&amp;quot;; using the furniture fills the ''comfort'' need.&lt;br /&gt;
&lt;br /&gt;
== Comfort need ==&lt;br /&gt;
The ''comfort need'' is satisfied by sitting in or resting on comfortable [[furniture]].&lt;br /&gt;
&lt;br /&gt;
The ''comfort need'' mechanic is similar to the &amp;quot;rest&amp;quot; and &amp;quot;beauty&amp;quot; mechanics: the ''comfort need bar'' of a pawn grows while they are using comfortable furniture, and slowly decays otherwise.&lt;br /&gt;
&lt;br /&gt;
The maximum level of the colonist ''comfort need'' that can be obtained depends on the ''comfort stat'' of the furniture item being used. The maximum possible ''comfort'' level is the ''comfort stat'' of the furniture item in percent, capped at 100%. E.g. a bed with ''comfort stat'' of 0.75 can raise the ''comfort need'' gauge to at most 75%.  When the comfortable situation ends, the ''need'' level will gradually revert back to 0%.&lt;br /&gt;
&lt;br /&gt;
So long as the comfort need is below the comfort stat of the furniture item, it rises by 3.6% every {{ticks|150}}, equivalent to 60% per in-game hour. This rise and fall is independent of the comfort stat of the furniture so long as it is remains above the need of the pawn. I.e. a chair with a comfort of 100% is not slower to fill the need than a chair with a comfort of 105%. &lt;br /&gt;
&lt;br /&gt;
When the comfort stat is below their need, or is non-existent, it falls at a rate of 4% per hour&lt;br /&gt;
&lt;br /&gt;
''Comfort'' levels of 60% or higher give increasingly beneficial mood thoughts, starting at &amp;quot;Comfortable {{+|4}}&amp;quot;. A particularly low ''comfort'' level of less than 10% incurs the &amp;quot;Uncomfortable {{--|3}}&amp;quot; thought and mood penalty.  This usually only occurs when the pawn had to sleep on the ground without even a sleeping spot.  It is, however, unrelated to the &amp;quot;Slept on ground {{--|4}}&amp;quot; negative mood effect which would also occur in this situation. The following thoughts are related to comfort:&lt;br /&gt;
&lt;br /&gt;
''Comfort'' levels over 100% have no additional effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Thought&lt;br /&gt;
! Threshold&lt;br /&gt;
! Effect&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no comfort is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no comfort is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% comfort&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no comfort is gained and the starting comfort is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% comfort&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no comfort is gained and the starting comfort is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Uncomfortable&lt;br /&gt;
| 0% - 9%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| {{Ticks|150 * (1-0.09)/0.0024 round 3}}&lt;br /&gt;
| {{#expr: (1-0.09)/0.04}} hours&lt;br /&gt;
|-&lt;br /&gt;
! ''&amp;lt;none&amp;gt;''&lt;br /&gt;
| 10% - 59%&lt;br /&gt;
| 0&lt;br /&gt;
| {{Ticks|150 * (59-10)/0.24 round 3}}&lt;br /&gt;
| {{#expr: (59-10)/4}} hours&lt;br /&gt;
| {{Ticks|150 * (1-0.59)/0.0024 round 3}}&lt;br /&gt;
| {{#expr: (1-0.59)/0.04}} hours&lt;br /&gt;
|-&lt;br /&gt;
! Comfortable&lt;br /&gt;
| 60% - 69%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Ticks|150 * (69-60)/0.24 round 3}}&lt;br /&gt;
| {{#expr: (69-60)/4}} hours&lt;br /&gt;
| {{Ticks|150 * (1-0.69)/0.0024 round 3}}&lt;br /&gt;
| {{#expr: (1-0.69)/0.04}} hours&lt;br /&gt;
|-&lt;br /&gt;
! Very comfortable&lt;br /&gt;
| 70% - 79%&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Ticks|150 * (79-70)/0.24 round 3}}&lt;br /&gt;
| {{#expr: (79-70)/4}} hours&lt;br /&gt;
| {{Ticks|150 * (1-0.79)/0.0024 round 3}}&lt;br /&gt;
| {{#expr: (1-0.79)/0.04}} hours&lt;br /&gt;
|-&lt;br /&gt;
! Extremely comfortable&lt;br /&gt;
| 80% - 89%&lt;br /&gt;
| {{+|8}}&lt;br /&gt;
| {{Ticks|150 * (89-80)/0.24 round 3}}&lt;br /&gt;
| {{#expr: (89-80)/4}} hours&lt;br /&gt;
| {{Ticks|150 * (1-0.89)/0.0024 round 3}}&lt;br /&gt;
| {{#expr: (1-0.89)/0.04}} hours&lt;br /&gt;
|-&lt;br /&gt;
! Luxuriantly comfortable&lt;br /&gt;
| 90% - 100%&lt;br /&gt;
| {{+|10}}&lt;br /&gt;
| {{Ticks|150 * (100-90)/0.24 round 3}}&lt;br /&gt;
| {{#expr: (100-90)/4}} hours&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
In most situations, the dominating source of &amp;quot;comfort&amp;quot; for a colonist is sleeping in a bed. Even a simple [[sleeping spot]] provides 0.4 of ''comfort'' and would leave the pawn at 40% of ''comfort need'' after sleeping on it for a few hours.&lt;br /&gt;
&lt;br /&gt;
To obtain ''comfort need'' gains, the pawn has to be actually &amp;quot;using&amp;quot; the piece of furniture, such as doing work on a workbench with a chair, or actively resting in a bed.  Pawns moving over comfortable furniture, or drafted pawns forced to stand on it, do not gain comfort.&lt;br /&gt;
&lt;br /&gt;
== Furniture stat ==&lt;br /&gt;
{{Main|Comfort (Stat)}}&lt;br /&gt;
Every piece of furniture has a ''comfort'' stat, listed in the item's information panel. The ''comfort'' stat is determined by the base value for the item, the item's [[quality]] level, and sometimes other nearby pieces of furniture providing an &amp;quot;offset&amp;quot; to the base value.&lt;br /&gt;
&lt;br /&gt;
''Example'': a [[bed]] of &amp;quot;normal&amp;quot; quality has a base value of 0.75, that can be modified with an adjacent [[end table]] by +0.05, as well as a nearby [[dresser]] by another +0.05, yielding an effective ''comfort'' stat for this bed of 0.85.&lt;br /&gt;
&lt;br /&gt;
Furniture of normal quality has the following ''comfort'' stat values:&lt;br /&gt;
{{#ask:  [[Comfort Base::+]] OR [[Comfort Offset::+]] | ?Comfort Base | ?Comfort Offset }}&lt;br /&gt;
Note: The comfort of animal beds and sleeping boxes has no effect, despite having a ''comfort stat'', because animals do not have a ''comfort need'' that could be satisfied. Instead, their only use is faster [[rest]] gain, and better medical outcomes.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''tl;dr''':  Use your best armchair for your research bench, not your TV viewing corner.&lt;br /&gt;
&lt;br /&gt;
This section is '''only''' concerned with the raw effectiveness of ''comfort'' with regards to colonist ''mood'', as there are no other ''comfort'' related effects in the game.  We completely ignore the decor, ''beauty'' or role-playing value of furniture in this discussion.&lt;br /&gt;
&lt;br /&gt;
The value of the ''comfort'' stat is governed by two facts:&lt;br /&gt;
# Comfort ''need'' falls rather slowly over time (about 5% per hour), but rises very quickly, to the currently effective ''comfort'' stat.&lt;br /&gt;
# All ''comfort need'' levels between 10% and 60% are equally mood-neutral.&lt;br /&gt;
&lt;br /&gt;
This means that furniture with less than 0.6 ''comfort'' has hardly any effect.  Even a [[sleeping spot]] would leave the pawn at 40% ''comfort'' when beginning a workday, and it would then require about 6 hours of complete ''comfort'' starvation for the negative mood effect to appear.  In actual games, this is both quite rare and not very impactful.  It also means that ''long-term use'' of furniture drowns out ''comfort'' effects that occurred earlier.&lt;br /&gt;
&lt;br /&gt;
Especially [[stool]]s in front of workbenches are almost useless, because all they do is keep the ''comfort level'' at 50%.  However, a pawn who slept in a bed even of ''poor'' quality runs a rather low risk of dropping to 10% ''comfort level'' regardless if stools are used or not.  Do not bother crafting stools for workbenches, use dining chairs right away.  Stools still make sense for a cheap eating setup, because colonists can only eat from a table if they have a seat.&lt;br /&gt;
&lt;br /&gt;
In other cases, the ''comfort stat'' of furniture is impactful only if the furniture is used for non-trivial durations – this is mainly the case for all kinds of beds as well as work station chairs that are used intensively (eg. in front of research benches and certain crafting stations).&lt;br /&gt;
&lt;br /&gt;
Beds are always used for daily and for an extended duration, so their ''comfort'' stat matters.  However, because colonists tend to spend long periods of time in bed, as long as the bed's comfort is 1 or higher, they typically will achieve a full comfort bar by the time they wake up. This may not be the case if pawn requires less sleep than normal, such as if they are a [[quick sleeper]], use a [[circadian assistant]],{{RoyaltyIcon}} a [[sleep accelerator]]{{IdeologyIcon}} or have an enhanced [[Rest Rate Multiplier]].&lt;br /&gt;
&lt;br /&gt;
Seating furniture, such as high quality chairs and armchairs, should be put in front of heavily used workstations, and not in places where this might be more intuitive like the &amp;quot;comfy TV section&amp;quot; in your recreation hall, for example.  This, of course, ignores the role-playing aspect and ''beauty'' impact of these structures entirely.  &amp;quot;Recreation furniture&amp;quot; is also less effective because the colonist usually goes to sleep after recreation time in a typical colony schedule, which completely drowns out any positive effect from recreation furniture.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechlink&amp;diff=180633</id>
		<title>Mechlink</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechlink&amp;diff=180633"/>
		<updated>2026-05-30T14:19:43Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Acquisition */ extraction when missing head&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Mechlink&lt;br /&gt;
| image = Mechlink.png&lt;br /&gt;
| description = A bionic implant that allows direct control of mechanoids. Mechlinks are used by soldiers to control war mechs, and by workers to control labor mechs. A person with a mechlink is known as a mechanitor.&amp;lt;br&amp;gt;Mechlinks are self-installable. Pressed into the back of the throat, the unit injects itself through the flesh to clamp inside the base of the skull where it meets the spinal cord. There, it threads a web of ultrafine wires throughout nearby neuronal tissue to make the direct mental link between the user and the mechanoid control band.&amp;lt;br&amp;gt;Mechlinks are not simply devices for sending radio signals to mechanoids, because mechanoids are not merely robots. In addition to traditional computers, mechanoids have a dim psychic presence, so fluently controlling them requires a psychic connection. By linking mechanitor and mechanoid both psychically and electromagnetically, the mechlink permits deeper control than screen-and-button interfaces.&amp;lt;br&amp;gt;Since the mechlink interlaces deep within the brain tissue, it can only be removed after death.&amp;lt;br&amp;gt;Note: A mechanitor must be capable of smithing work to gestate mechanoids.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue = 500&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Mechlink&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| label = mechlink&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| quest item = &lt;br /&gt;
}}&lt;br /&gt;
A '''mechlink''' is an item that can turn a pawn into a [[mechanitor]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Mechlinks are acquired by extracting them from the corpses of mechanitors. These corpses can be NPCs or your own fallen pawns. Mechlinks are extracted by selecting a colonist, right clicking on the mechanitor corpse, and selecting the option to extract the mechlink.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to acquire a mechanitor corpse:&lt;br /&gt;
* Destroying the [[Ancient exostrider midsection|midsection]] of the remains of an Ancient exostrider to obtain a [[mechanoid transponder]], which can be used to call in a mechanoid ship containing a dead mechanitor and some hostile mechanoids. The mechlink can then be extracted from the mechanitor [[corpse]].&lt;br /&gt;
* Travelling to an [[Quests#Ancient Mechanitor Complex|ancient mechanitor complex]] guarded by hostile mechanoids. Among the desiccated corpses is a mechanitor corpse which the mechlink can be extracted from.&lt;br /&gt;
&lt;br /&gt;
The starting colonist in the [[Scenario system#The Mechanitor|mechanitor scenario]] spawns with a mechlink already installed.&lt;br /&gt;
&lt;br /&gt;
Despite being a brain [[Hediffs#Mechanitor|hediff]], mechlinks can still be extracted from corpses which are missing the brain or head entirely.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Mechlinks can be installed onto any pawn with &amp;gt;0% [[Psychic Sensitivity]], but does not require any sensitivity to function, meaning one can be reduce to 0% sensitivity after installation without consequence. It does not require any medical operation, and thus is self-installed when interacting with it. However, it cannot be removed except after death. Extracting the mechlink from a dead pawn does not cost any resources.&lt;br /&gt;
&lt;br /&gt;
Upon installing a new mechlink for the first time, an [[event]] will trigger that causes a friendly [[Lifter]] or [[Constructoid]] to drop onto the colony, which will automatically link with the new mechanitor.&lt;br /&gt;
&lt;br /&gt;
Mechlinks provide a passive stat boost of {{+|6}} to the mechanitor's [[mech bandwidth]] stat which controls the total [[bandwidth]] of mechanoids the mechanitor can control, and {{+|2}} to the mechanitor's [[mech control groups]] stat which controls the number of [[Mechanitor#Mechanoid control|control groups]] to which the mechanitor's controlled mechanoids can be assigned. Both stats can be further increased.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
{{Stub|section=1|reason=See other bionics}}&lt;br /&gt;
&lt;br /&gt;
A mechlink can be installed without surgery, you can select a pawn and right click the mechlink, and there will be an option to install the mechlink.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Ideally, installing a mechlink should be done outdoors, as the friendly mechanoid drop pod that drops upon installation will always be near where the installation took place. Drop pods crashing through roofing causes adjacent tiles of roofing to [[Roof collapse|collapse]], damaging any pawns or objects underneath. In particular, [[overhead mountain]]s will create [[collapsed rocks]], which instantly destroy any pawns, items, or furniture underneath, rendering them unrecoverable. Drafting a pawn, having it pick up the mechlink, and dropping it outside is an easy way to get the mechlink in a safer location to install.&lt;br /&gt;
&lt;br /&gt;
As it's quite rare and cannot be easily removed once installed, one should be careful which pawn to install the mechlink into. Most essential is a good [[Crafting|crafter]] who is capable of [[Work#Smith|smithing]], as it influences their ability to [[Mech Repair Speed|repair]]/[[Mech Gestation Speed|gestate]] mechanoids, and [[Subcore Encoding Speed|encode subcores]]. If your mechanitor is killed, the mechlink can be extracted and implanted again so long as their head is not destroyed. Prioritize extracting the mechlink and keep the corpse safe and away from hungry animals in the meantime.&lt;br /&gt;
&lt;br /&gt;
Curiously, [[Incapable|non-violent]] mechanitors can still control and fight using combat mechanoids, as they are separate entities. With [[gene]] modding, a specialized non-violent pawn could have [[Violence disabled]], [[Awful melee]] and [[Awful shooting]] aptitude genes for a &amp;quot;free&amp;quot; {{Good|+7}} Metabolic Efficiency, which could be used for genes like [[Great crafting]], improving mechanitor abilities. Mechanitors who plan to hide behind walls could use genes like [[Slow wound healing]], though drop pod raids and/or [[infestation]]s are always a risk.&lt;br /&gt;
&lt;br /&gt;
Since the mechlink counts as an artificial body part, it will make [[body modder]]s very happy, and [[body purist]]s very upset to have one installed. The [[Body modification]] precept {{IdeologyIcon}} also affects this.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Mechlinks give the starting mechs more than once.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Factions&amp;diff=180622</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Factions&amp;diff=180622"/>
		<updated>2026-05-28T15:38:01Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Relationship status */ fix relationship thresholds&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;
{{TOCright}}&lt;br /&gt;
'''Factions''' are the main source of NPC interactions in RimWorld. They are organizations whose members may appear as [[visitor]]s, [[trader]]s, [[guest]]s, or [[raiders]] depending on the faction's type and relationship with the player's faction, or in their own [[faction base]]s around the map. For most factions, the [[#Faction relations|relationship]] between them and the player can vary depending on the actions the player takes. This can result in allies sending reinforcements or trade caravans, or new enemies to [[raid]] you. Other factions are permanently hostile and exist only to send attacks.&lt;br /&gt;
&lt;br /&gt;
Starting in version 1.3, specific factions can be added or removed from play before the planet is generated. As of version 1.4, up to 12 humanoid factions can be placed on the planet. [[Biotech]] replaces some of the starting factions with similar ones that feature different [[xenotypes]], but both types can still be placed manually.&lt;br /&gt;
&lt;br /&gt;
Human-led factions will also occasionally provide [[quests]].&lt;br /&gt;
&lt;br /&gt;
==Human-led factions==&lt;br /&gt;
Most factions are made up of humans, with settlements all over the world (and other worlds, in the case of empires).&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|center|An example of the different factions with leaders in version 1.1, including the Empire from the [[Royalty DLC]]. ]]&lt;br /&gt;
Human factions always have a leader, and are displayed by default in the faction tab.&lt;br /&gt;
&lt;br /&gt;
===Tribes===&lt;br /&gt;
{{Main|Tribes}}&lt;br /&gt;
''&amp;quot;These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are a mostly nomadic people who live off the land using primitive tools and weapons. Despite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The tribes are groups of neolithic people with basic weaponry such as bows and spears. They have probably inhabited the planet for a long time. They always wear tribal clothing, which is equivalent in stats to a standard shirt.  People from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. Tribe names often have words derived from Galician, such as 'miñoca', 'legua', etc.&amp;lt;ref&amp;gt;https://www.reddit.com/r/RimWorld/comments/2sm3ak/comment/cnslco5/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button&amp;lt;/ref&amp;gt; They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. &lt;br /&gt;
&lt;br /&gt;
This faction is a formidable ally and foe alike, and may start off as either of them. They may not be as dangerous as pirates, but they are not insignificant.&lt;br /&gt;
&lt;br /&gt;
==== Gentle tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe pursues a gentle way of life where they can. They are quite open to trade and alliances, even with strange peoples.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Gentle tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this tribe will have a random ideoligion.&lt;br /&gt;
&lt;br /&gt;
==== Fierce tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe values warlike dominance; it may be difficult to turn them into an ally.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Fierce tribes always start off hostile towards your colonists, as well as to all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.&lt;br /&gt;
&lt;br /&gt;
In 1.0 or earlier, they used to be known as savage tribes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this tribe will have a random ideoligion.&lt;br /&gt;
&lt;br /&gt;
===== Fierce Neanderthal Tribe =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;An unfriendly, territorial tribe of Neanderthals. They are open to peaceful trade, but are otherwise unfriendly and territorial. Warriors from their tribe won't hesitate to bash in the skulls of anyone they deem dangerous. Their numbers, and the extreme amounts of damage they absorb before falling make them serious foes despite their lack of technology and analytical ability. &lt;br /&gt;
&lt;br /&gt;
Having been on the planet for countless generations, they have no memory how they got here. They might be the descendants of a neanderthal service caste from a dead civilization, or even the leftovers from some ancient science experiment.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Neanderthal Tribe is available as a subtype of the fierce tribe. Members of this faction will always be of the [[Neanderthal]] xenotype. This faction replaces the default &amp;quot;Fierce tribe&amp;quot; faction from the core game.&lt;br /&gt;
&lt;br /&gt;
==== Savage tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe is driven by a blood-and-honor culture; you will not be able to ally with them!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Savage tribes always start off hostile towards your colonists and all other factions. They are permanently hostile and cannot be befriended in any ways.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this tribe will always have an ideoligion with &amp;quot;Raider&amp;quot; as one of the Memes.&lt;br /&gt;
&lt;br /&gt;
===== Savage Impid Tribe =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A vicious tribe of yellow-skinned, fire-spewing impids. This particular tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Having been here for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the impid tribe is available as a subtype of the savage tribe. Members of this faction will always be of the [[impid]] xenotype. This faction replaces the default &amp;quot;Savage tribe&amp;quot; faction from the core game.&lt;br /&gt;
&lt;br /&gt;
==== Cannibal tribe ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
''&amp;quot;This particularly vicious tribe believes eating the flesh of their enemies is a great honor.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Optionally available as spawned faction at world creation, Cannibal tribes always starts off permanently hostile towards your colonist and all other factions, with no way of befriending them. &lt;br /&gt;
&lt;br /&gt;
These tribe will always have an ideoligion with &amp;quot;Cannibal&amp;quot; as one of the memes.&lt;br /&gt;
&lt;br /&gt;
==== Nudist tribe ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
''&amp;quot;This particular tribe believes that covering one's body is wrong.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Optionally available as spawned faction at world creation, Nudist tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
This tribe will always have an ideoligion with the &amp;quot;Nudist&amp;quot; meme.&lt;br /&gt;
&lt;br /&gt;
===Outlanders===&lt;br /&gt;
{{Main|Outlanders}}&lt;br /&gt;
''&amp;quot;These people have lived here for decades or centuries, and have lost most of the technology that brought them to this world. They usually work with simple machinery and defend themselves with advanced gunpowder weapons. They are concerned with the practical matters of trade, trust and survival.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Outlanders use the same equipment and technology as pirates, but do not behave the same. Outlanders may or may not be hostile. Due to their similarity to your colony they can be considered the standard faction. They often use similar equipment and tactics as normal pirates, but rarely use high level gear such as [[sniper rifle]]s. Be nice to them and you will be rewarded, but anger them and you basically have another pirate group, except this one can be negotiated with.&lt;br /&gt;
&lt;br /&gt;
==== Civil outlander union ====&lt;br /&gt;
''&amp;quot;This particular group holds civil behavior in high regard.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Civil outlander unions always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this faction's ideoligion will either have the Collectivist or Individualist meme. Any other memes are disallowed for this faction.&lt;br /&gt;
&lt;br /&gt;
==== Minor Civil Outlander Union ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
This union is self-generated faction that only appear during any of the quest &amp;quot;Outlander's Visit&amp;quot; and disappears after either all the pawns spawned from this faction dies from said quest, or they send the reward as thanks for letting them leave the place without getting them killed. It follows the same ideoligion as that of any Civil outlander union within the game, but any pawns that appears from this union from said quest will always follow the ideoligion of the relic they are visiting to venerate. They start off as neutral, but can become hostile if they are harmed by your faction's pawn.&lt;br /&gt;
&lt;br /&gt;
==== Rough outlander union ====&lt;br /&gt;
''&amp;quot;This particular group has a streak of barbarity in them.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Rough outlander unions always start off hostile towards your colonists, as well as all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this faction will always have the Supremacist meme.&lt;br /&gt;
&lt;br /&gt;
===== Rough Pig Union =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A loose union of hardy pigskin townships. They're willing to make friends, even with thinsnouts, but they're also ready to toss a bomb and gnaw human gristle when it suits them. Treat them with respect, and they'll offer a trotter to an ally in need. Turn against them and the last thing you hear might be a triumphant battle squeal.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Rough Pig Union is available as a subtype of the rough outlander union. Members of this faction will always be of the [[pigskins|pigskin]] xenotype. This faction replaces the default &amp;quot;Rough outlander union&amp;quot; faction from the core game.&lt;br /&gt;
&lt;br /&gt;
==== Refugees ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
''&amp;quot;A group of outlander refugees claiming to have lost their home.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
A hidden outlander micro-faction created for each instance of the [[Quests#Refugee_Hospitality|Refugee Hospitality]] quest. It contains only the pawns involved in that quest and is used to handle their relations with the player colony.&lt;br /&gt;
&lt;br /&gt;
It is made up of pawns with the Outlander (95%) and Offworld (5%) [[backstories]]. They have an industrial tech level. The head of the faction is called the &amp;quot;Leader&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, these refugees will have a random ideoligion.&lt;br /&gt;
&lt;br /&gt;
===Pirates===&lt;br /&gt;
{{Main|Pirates}}&lt;br /&gt;
''&amp;quot;A loose confederation of pirate gangs who've agreed to mostly fight outsiders instead of fighting each other. Pirates don't sow, they don't build, and they rarely trade. Driven by a blood-and-honor culture that values personal strength and ruthlessness, they enrich themselves by raiding and robbing their more productive neighbors. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Pirates sport modern weapons and gear, though occasionally use advanced gear. It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the [[comms console]]). Pirates are the primary source of raids, usually attacking from the sides and occasionally dropping directly on your base. They kidnap incapacitated colonists if you leave them within reach, but do not kidnap your prisoners (exploit prevention vs players easing their leave).&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this pirate gang will always have an [[ideoligion]] with &amp;quot;Raider&amp;quot; as one of the memes.&lt;br /&gt;
&lt;br /&gt;
==== Cannibal Pirate Gang ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
''&amp;quot;This particular gang of pirates are cannibals.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Optionally available as spawned faction at world creation and much like the original pirates, these pirates cannot be negotiated in any ways and are permanently hostile towards every other faction.&lt;br /&gt;
&lt;br /&gt;
These gangs will always have an [[ideoligion|ideoligions]] with &amp;quot;Cannibal&amp;quot; as one of the Memes.&lt;br /&gt;
&lt;br /&gt;
==== Yttakin Pirates ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A close-knit band of hulking, fur-bodied pirates of the yttakin xenotype. They refuse to deal with outsiders and are quick to call their animal warriors against those who disrespect them - or whose wealth they intend to take. Originally engineered to populate the icy planet Yttak, yttakin now pursue their traditional lifestyle on many worlds.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Yttakin Pirates are available as a pirate band. Members of this faction will always be of the [[yttakin]] xenotype. This faction, along with the waster pirates, replaces the default pirate faction from the core game.&lt;br /&gt;
&lt;br /&gt;
==== Waster Pirates ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A loose collection of violent pirate bands made up primarily of wasters - xenohumans engineered to thrive around toxins and pollution. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Waster Pirates are available as a pirate band. Most members of this faction will be of the [[waster]] xenotype. This faction, along with the yttakin pirates, replaces the default pirate faction from the core game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Empire ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{main|Empire}}&lt;br /&gt;
&lt;br /&gt;
An ultratech refugee society from another planet, organized along feudal lines. They lived for thousands of years in a stable multi-planet empire with a strict caste system, an intricate code of warrior ethics, and enforced cultural stasis. Invaded by powerful outsiders, they fled. Despite losing almost all of their people, their fleet and technology still make them powerful. They will refuse to trade with anyone who lacks the appropriate royal title.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, the Empire will always have the Loyalist and Collectivist memes.&lt;br /&gt;
&lt;br /&gt;
=== Traders Guild ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{main|Traders guild}}&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;A loose coalition of orbital traders. Together they form an orbital marketplace that buys and sells goods from around the planet. Orbital traders will also buy goods from the occasional interplanetary trading vessel, giving them access to rare technologies. These merchants are rarely found on the planet itself, preferring to live in the safety of their orbital platforms.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Salvagers ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{main|Salvagers}}&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;A ruthless faction of orbital scavengers who scour space for derelict ships and valuable wreckage. Salvagers operate entirely in space.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The Salvagers faction is a hidden faction, meaning it will not show up in the factions list and will not appear on the &amp;quot;Bio&amp;quot; tab on pawns. Unlike most other hidden factions, the Salvagers will generate with a leader.&lt;br /&gt;
&lt;br /&gt;
==Leaderless factions==&lt;br /&gt;
These factions don't have a single leader, but they still show up in the game. Usually, these factions are associated with raids and other negative events.&lt;br /&gt;
[[File:HiddenFactions.png|700px|thumb|center|An example of hidden factions in 1.1]]&lt;br /&gt;
&lt;br /&gt;
===Mechanoids===&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
The Mechanoids are a faction of super-advanced robots, all of which are extremely formidable in combat. In Core, they are five types of mechs: [[Centipede]]s, [[Lancer]]s, [[Pikeman|Pikemen]], [[Scyther]]s and [[Termite]]s. The [[Biotech]] DLC{{BiotechIcon}} adds a large variety and the [[Odyssey]] DLC adds the [[cyclops]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Unlike human raiders, mechanoids do not feel [[pain]] and won't retreat once half their force is taken down, making them dangerous foes, especially to the unprepared. They have a decent combat AI that utilizes each unit's strengths as well. However, mechs are vulnerable to [[EMP]] damage.&lt;br /&gt;
&lt;br /&gt;
[[Endings#Ending - Destroying the core|Destroying the mechhive core]]{{OdysseyIcon}} will permanently shut down this faction.&lt;br /&gt;
&lt;br /&gt;
===Insectoids===&lt;br /&gt;
{{Main|Insectoids}}&lt;br /&gt;
&lt;br /&gt;
These insectoids appear after the event &amp;quot;Infestation&amp;quot; or &amp;quot;Too Deep: Infestation&amp;quot; in tiles with overhead mountain as the roof. This can be viewed using the roof view tool at the bottom right of the screen. They include the [[spelopede]], the [[megaspider]], and the [[megascarab]]. Unlike Mechanoids, the Insectoids build bigger bases than a poison/psychic ship(similar to mechanoid clusters) and the hives act like the Mechanoid assembler. While the mechanoid assembler produces nothing but mechanoids, the hives produce [[Insect jelly|insect jelly]]. Insectoids will have to dig areas under mountains to expand. These infestations act like sieges.&lt;br /&gt;
&lt;br /&gt;
===Ancients===&lt;br /&gt;
{{Main|Ancients}}&lt;br /&gt;
Ancients are another unlisted faction, comprised of ancient soldiers that are found within cryptosleep caskets that may be found inside [[ancient shrine]]s. No one knows what scenario forced them into their prolonged sleep, but those daring enough to awaken them should be prepared to defend themselves from an attack, as the ancient soldiers are frequently hostile. Ancient soldiers often wield high-tech weaponry and powerful armor, making them very dangerous. However, since they typically have low recruitment difficulty, managing to subdue them can quickly yield skilled colonists. Ancient soldiers formerly fell under the Spacer faction, and were known as Space soldiers.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, the Ancients will always follow the last ideoligion in the list, which is white in colour and has the Loyalist, Transhumanist and Human primacy memes by default.&lt;br /&gt;
&lt;br /&gt;
=== Entities ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Main|Entities}}&lt;br /&gt;
All hostile entities make up an unlisted faction, simply referred to as &amp;quot;Dark entities&amp;quot;. They can vary from basic entities like [[Shambler]]s, [[Ghoul]]s, and [[Fleshbeast]]s, up to more advanced ones such as [[Revenant]]s and [[Metalhorror]]s. Hostile [[Creepjoiner]]s and aggressive duplicates may also be assigned to this faction. The dark entities are permanently hostile to all other factions, with the exception of [[Insectoids]].&lt;br /&gt;
&lt;br /&gt;
=== Horax cult ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Main|Horax cult}}&lt;br /&gt;
Horax cults, always given the name &amp;quot;The Servants of Horax&amp;quot; are an unlisted faction, comprised of crazed cultists that has the capability of conducting psychic rituals upon raiding the colony multiple times. They have the capability of either causing Skip abductions, or drawing out [[Fleshbeast]]s from their ritual if not dealt with. While they usually come equipped with Neolithic-based equipment, some of the cultist may have additional appendages when arriving under siege.&lt;br /&gt;
&lt;br /&gt;
=== Minor &amp;quot;Gentle&amp;quot; Tribe ===&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
These tribes are self-generated faction that only appears during any of the subquest &amp;quot;The Villager's&amp;quot; for &amp;quot;The &amp;lt;RELIC&amp;gt; of &amp;lt;IDEOLOGION&amp;gt;&amp;quot; and disappears completely after the sub-quest is concluded. They start off as neutral, but should any of the following action be taken:&lt;br /&gt;
* Attacking any of the tribe members, even if indirect&lt;br /&gt;
* Attempting to hack the terminal&lt;br /&gt;
* Wait for more than 10 hours in their map&lt;br /&gt;
&lt;br /&gt;
They will immediately become hostile and start attacking.&lt;br /&gt;
&lt;br /&gt;
A giant wave of them will also arrive from the edges within 2 hours should you take too long to send your colonist away after hacking the terminal.&lt;br /&gt;
&lt;br /&gt;
==Factionless humans==&lt;br /&gt;
There are two types of humans who don't have a faction:&lt;br /&gt;
* '''Space refugees''' land in crashed transport pods.  They will be injured on landing and can be rescued or imprisoned. &lt;br /&gt;
* '''Wild men / women''' wander in from time to time.  They can be recruited by assigning a colonist to tame them.&lt;br /&gt;
&lt;br /&gt;
In both case, if [[Ideology]] DLC is enabled in the game, these will always appear with randomized Ideoligions and have no set ideoligions as a whole.&lt;br /&gt;
&lt;br /&gt;
== Faction naming ==&lt;br /&gt;
Each on-world faction has a randomly generated name for it.&lt;br /&gt;
&lt;br /&gt;
*Outlanders have more peaceful and political names such as 'pan-global covenant', 'confederation', or simply a randomly put-together name.&lt;br /&gt;
*Tribals tend to use their natural environment, including words like 'mountain' in their names. They may also use Galician words.&lt;br /&gt;
*Pirates generate more 'badass' and violent names. They also tend to use intimidating or predatory animal or weapon names.&lt;br /&gt;
*Mechanoids always generate with a short, futuristic-sounding name followed by 'mechhive'.&lt;br /&gt;
*The Empire{{RoyaltyIcon}} will generate with an imperial-sounding name, being referred to as an 'Empire', 'Dominion' or 'Imperium', for example.&lt;br /&gt;
*Waster pirates{{BiotechIcon}} will use trash words, such as 'garbage', 'filth', or 'venom', followed by a collective noun such as 'crew' or 'party'.&lt;br /&gt;
*Pig unions{{BiotechIcon}}, impid tribes{{BiotechIcon}}, and yttakin pirates{{BiotechIcon}} will use names similar to that of their respective xenotypes.&lt;br /&gt;
&lt;br /&gt;
Some factions will always generate with a fixed name.&lt;br /&gt;
&lt;br /&gt;
*Insect genelines will always generated with the name 'Sorne Geneline'.&lt;br /&gt;
*Ancients, both neutral and hostile, always generate with the name 'Ancients'.&lt;br /&gt;
*Cultists{{AnomalyIcon}} will always use the name 'The Servants of Horax', and additionally, if [[Ideology]] is active, they will always generate with a fixed [[ideoligion]] named 'Nightmare Deep'.&lt;br /&gt;
**Despite this being their in-game name, the letter label used to inform of their arrival simply states 'Raid: Horax cultists'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Alpha 16, the faction name generator has been changed to generate more varied and interesting names, and is now separate from name generation of settlements.&lt;br /&gt;
&lt;br /&gt;
== Faction bases ==&lt;br /&gt;
{{Main|Faction base}}&lt;br /&gt;
Factions have many bases generated when the world is created, which can be traveled to by forming a [[caravan]] or launching [[transport pod]]s. Going to neutral or friendly factions will initiate a trade. Sending them to a hostile faction will start an assault on that base, which can be destroyed once the enemy flees. Then you have 24 hours to collect all the items you want before a caravan is automatically created to leave.&lt;br /&gt;
&lt;br /&gt;
Destroying all bases of a Faction effectively eradicates them.&amp;lt;ref&amp;gt;https://ludeon.com/forums/index.php?topic=32761.msg340417#msg340417&amp;lt;/ref&amp;gt; A defeated faction cannot send raids or appear in quests.&lt;br /&gt;
&lt;br /&gt;
== Faction relations ==&lt;br /&gt;
{{Stub|section=1|reason=1) How does the weighting towards default goodwill work 2) How is goodwill from gifts calculated (via drop pod to faction base, by human to faction base, by human to trader - see FactionGiftUtility}} &lt;br /&gt;
In RimWorld, one of the key gameplay features is the raids by enemy factions. When a new world is generated, various factions within the world are also added. These factions have varying relationships with your colony, and all of them may be your enemy from the start. As time progresses and your colony accumulates more wealth and grows larger, it may be a good idea to attempt to improve these relationships to even eventually have an ally to call upon in the worst of times.&lt;br /&gt;
&lt;br /&gt;
=== Relationship status ===&lt;br /&gt;
&lt;br /&gt;
There are three levels of relations that you can be with others; '''hostile''', '''neutral''' and '''ally'''.  Different types of factions (e.g. outlander, gentle tribal, savage tribal, etc.) have different default levels, and any changed relations will tend to, slowly, gravitate back toward that default. This means that you not only need to change the '''goodwill''' between your colonists and another faction to change your status with that faction, but you must then also maintain it if you wish to continue with that newfound status (and some factions are harder than others to maintain).&lt;br /&gt;
&lt;br /&gt;
Your current status with any faction on the map can be seen by clicking the (unlabeled) &amp;quot;Factions&amp;quot; icon (bottom of screen, far right, next to the Menu icon).&lt;br /&gt;
&lt;br /&gt;
*'''Hostile''' factions send raids towards your base. They are not interested in trade of any kind.&lt;br /&gt;
*'''Neutral''' factions can be traded with if you or they visit the other with a [[caravan]], but will not respond to any [[comms console]] requests.&lt;br /&gt;
*'''Allied''' factions, in addition to trading, may send military assistance to bolster your defenses, as well as leave gifts in return. They will also respond to comms console requests for specific [[traders]], and (for non-tribals) emergency military aid.&lt;br /&gt;
&lt;br /&gt;
To turn a hostile faction neutral, you must increase goodwill to 0 or above. For a neutral faction to turn hostile, goodwill must decrease to -75 or below. To make a neutral faction your ally, you must increase goodwill to +75 or above, in which case they will remain allies until it reaches 0. The maximum goodwill possible is +100. Note that certain factions such as [[Tribes#Savage_tribe|Savage tribes]] and [[Pirates]] have their Goodwill locked at -100, so any gestures to improve relations are wasted; they will remain hostile throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Improving Relations ===&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to boost relations with factions. Note that none of these work on pirates or savage tribes.&lt;br /&gt;
&lt;br /&gt;
* Via [[Events]]:&lt;br /&gt;
** Rescue one of their fallen faction members, take them in as a [[guest]] and treat them. They may have been part of an [[Events#Transport_pod_crash|event]], or a fallen [[visitor]] or [[trader]], but you didn't (directly) cause their injuries. Returning a faction member in “good health” to the edge of the map and effectively to the faction members will improve the goodwill by +16. This means the member must have injuries be fully tended to, but does not need to fully recover, also sickness and permanent damage do not matter. (As of Update 1.4.3704, rescuing fallen faction members does not improve good will. It is unclear if this is a bug or intentional)&lt;br /&gt;
** [[Events#Bandit camp opportunity|Destroying raider outposts]] bothering another faction improves relations by 8 and comes with a material reward, for each outpost destroyed.&lt;br /&gt;
** Fulfilling [[Events#Caravan request|trade requests]], at a rate of +12 per request.&lt;br /&gt;
* Destroying faction bases of mutual enemies gives +20 goodwill.&lt;br /&gt;
* Returning a [[prisoner]] usually gives a +12 boost, or +15 if the shift moves relations toward &amp;quot;natural goodwill&amp;quot; (viewable in the [Factions] tab, bottom right of the screen). &lt;br /&gt;
* Trading will also boost relationships, at a rate of +1 per 500 silver traded.&lt;br /&gt;
* Sending them gifts can help improve relations, at a variable rate of +1 per 40-160 silver/market value gifted depending on current goodwill with lower goodwill corresponding to a lower silver cost.&lt;br /&gt;
* Performing [[Ritual]]s with the &amp;quot;Nearby faction goodwill&amp;quot; reward, giving either +10 or +20 to the faction closest the settlement {{Check Tag|offsite?|does performing the ritual in worksite camps or destroyed faction settlements give goodwill to the nearest faction for that tile}}&lt;br /&gt;
&lt;br /&gt;
Legacy methods: &lt;br /&gt;
:* In Beta 18 or earlier, you can contact them on the [[comms console]] and give them 300 silver for +13 base goodwill boost (greatly depends on social skill and talking ability) if you have at least -70 rep.&lt;br /&gt;
:* In 0.19/1.0, you can give gifts by giving them to incoming trader caravans, send caravans to offer them, or send them via [[transport pod]] to their faction bases. The goodwill boost is proportional to the market value of the gifts given, with 160 worth of items or silver providing +1 rep boost.&lt;br /&gt;
&lt;br /&gt;
=== Damaging Relations ===&lt;br /&gt;
&lt;br /&gt;
There are several ways to make an enemy out of a faction, most being unintentional. &lt;br /&gt;
&lt;br /&gt;
#When you damage a faction member, relations decrease differently whether the attack was ranged or melee; If it was ranged, it decreases relations by the weapon damage times x1.5, and if the attack was melee then by the corresponding attack damage (ex: Blade or Handle) times x2 (both approximated to its nearest integer). This disregards the creature type.&lt;br /&gt;
#* It still decreases relations regardless of if [[Apparel#Protection|armour]] halves/deflects the damage and disregards the [[Incoming_Damage_Multiplier|Incoming Damage Multiplier]] [[Stat|stat]]&lt;br /&gt;
#When you call for reinforcements from an ally, this damages relations. However, this alone is unable to make a faction hostile to you as below a certain goodwill threshold, allied factions will not accept requests for military aid.&lt;br /&gt;
#Arresting a visiting faction member will set relations to -75 (Hostile), instantly making enemies out of any remaining faction members on the map.  If they were already leaving, however, they will continue to do that instead of attacking you.&lt;br /&gt;
#Removing organs or limbs without a valid reason (such as infection) also lowers goodwill by 20. Extracting [[Hemogen|hemogen]] {{BiotechIcon}} from a prisoner lowers reputation by 1, although Bloodfeeding does not damage reputation.&lt;br /&gt;
#If visiting allies and animals are injured or killed from non-hostile faction sources such as animals or traps, this will damage relations by -5 for each dead member. While it may not seem fair that relations are damaged when friendlies are harmed by something beyond the player's direct control, the game is behaving correctly.&amp;lt;ref&amp;gt;https://ludeon.com/forums/index.php?topic=32929.msg339784#msg339784&amp;lt;/ref&amp;gt; Hostile factions are not affected, and attacks from pirates won't greatly damage relations.&lt;br /&gt;
#Settling near a faction base (4 or fewer tiles away) will continuously damage relations every quadrum- the closer you are the more reputation damage every quadrum.&lt;br /&gt;
#Stripping a downed pawn will damage relations with their faction by 40 points. Dropped weapons and other items can be collected without penalty. Corpses can also be stripped without penalty.&lt;br /&gt;
#Casting hostile or neutral [[psycasts]]{{RoyaltyIcon}} on the members of a neutral or allied faction will damage your relation with them. The relation will be damaged even if the pawn was temporarily under your control for the purpose of a quest. In some cases, this may seem very unfair. For example, casting Skip on a downed ally to rescue them without exposing your own colonist to enemy fire will damage your relation with their faction. &lt;br /&gt;
#Dumping [[Toxic wastepack|toxic wastepacks]] {{BiotechIcon}} via drop pod or caravan will harm relations, and potentially cause them to retaliate with sending wastepacks back.&lt;br /&gt;
#Performing a [[Psychic ritual]] {{AnomalyIcon}} on a faction's pawn will damage from 30 to 50 goodwill.&lt;br /&gt;
&lt;br /&gt;
Prior to 1.0 hitting faction members by accident also caused relation damage.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
{{for|strategies for defense against raids|Defense tactics}}&lt;br /&gt;
{{for|strategies for attacks against hostile factions|Offense tactics}}&lt;br /&gt;
A faction's relationship with you in the game will determine how they interact with your colony, be it anything from just passing by to a full-scale attack.&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
Of course, one of the things that an enemy will do is attempt to raid your colony. The more they do it, and the richer you are, the stronger the attacks become as time progresses. For a detailed explanation as to what can happen, visit the page [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
==== Leader Assault ====&lt;br /&gt;
Occasionally the faction leader will direct the assault on your base in person. Killing them will grant a mood boost to the whole colony and will trigger a 'Leader replaced' event. If you capture and successfully recruit them, they will also be replaced.&lt;br /&gt;
&lt;br /&gt;
=== Faction Assistance ===&lt;br /&gt;
Normally, this event will only occur if the player triggers it by asking for help in the comms console. Your allies will then spawn in a varying amount of troops near the edge of the map, making their way toward your base. The moment one of ''their'' enemies is spotted, they will begin to enter defensive positions and attack them. If they survive, they will then leave the map after a period of time.  Allies might also send help on their own. If enemies appear on your map, allied Factions can occasionally send military aid to help you out without losing any relation points or silver.  Note that rescuing any downed allies is a good way to keep relations high with them.&lt;br /&gt;
&lt;br /&gt;
=== Travelers ===&lt;br /&gt;
This is when a friendly or neutral faction's members pass by the colony on their way from one end of the map to the other. The only time they spend on the map is walking from one end of it to another to then leave the map. Nothing special about that.&lt;br /&gt;
&lt;br /&gt;
They will fight if they happen to encounter any hostiles while passing by.&lt;br /&gt;
&lt;br /&gt;
=== Visitors ===&lt;br /&gt;
This is when a group of people or a single person makes their way from the edge of the map where they spawned to your colony to just mill around there for a while and then leave the way they came. Sometimes they may have a few items to trade.&lt;br /&gt;
&lt;br /&gt;
This has no impact on relations with the faction, but can be nice if a common enemy attempts to raid you while they are there.&lt;br /&gt;
&lt;br /&gt;
=== Trade Caravan ===&lt;br /&gt;
This is when a group of people come to [[trade]] with your colony. They often come with pack animals, and more goods and money to trade with than regular visitors.&lt;br /&gt;
&lt;br /&gt;
They can come on their own randomly, or be called to visit through the use of a [[comms console]]. Doing so will cost 15 goodwill (or 700/1100 silver prior to 1.0). They take two days to arrive, and you can call one per faction every four days.&lt;br /&gt;
&lt;br /&gt;
Factions tend to have trade items based on their [[tech level]]s, though this is not an absolute rule.&lt;br /&gt;
&lt;br /&gt;
* See [[Trade#Types_of_traders|Trade/Types of traders]] for more information&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
New events implemented in Alpha 17. They usually require you go somewhere in order to claim a reward.&lt;br /&gt;
&lt;br /&gt;
After finishing a quest, there are 60 hours for you to reform your caravan before enemy reinforcements arrive.&lt;br /&gt;
&lt;br /&gt;
== Xenotypes and Factions ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
&lt;br /&gt;
With Biotech pawns belonging to a type of faction have different chances to be of a certain Xenotype. Pawns coming from Tribes, and from every &amp;quot;Xenotype&amp;quot;-Faction except for the Waster pirates always belong to just one Xenotype (Tribes to the Baseliner Xenotype, and the other factions to their respective xenotypes), while the pawns from the other factions are more varied.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Baseliner !! [[Hussar]] !! [[Dirtmole]] !! [[Genie]] !! [[Neanderthal]] !! [[Pigskin]] !! [[Impid]] !! [[Yttakin]] !! [[Waster]] !! [[Starjack]]{{OdysseyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Civil outlander union]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Civil outlander union|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Hussar}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Genie}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Impid}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Waster}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rough outlander union]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Rough outlander union|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Hussar}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Genie}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Impid}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Waster}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rough pig union]]{{BiotechIcon}} &lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Rough pig union|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Hussar}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Genie}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Impid}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Waster}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gentle tribe]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Gentle tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cannibal tribe]]{{IdeologyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Cannibal tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Nudist tribe]]{{IdeologyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Nudist tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fierce tribe]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Fierce tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fierce neanderthal tribe]]{{BiotechIcon}} &lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Savage tribe]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Savage tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Savage impid tribe]]{{BiotechIcon}} &lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Savage impid tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Waster}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pirate gang]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Pirate gang|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Hussar}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Genie}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Impid}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Waster}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yttakin pirates]]{{BiotechIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Yttakin pirates|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Hussar}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Genie}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Impid}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Waster}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Waster pirates]]{{BiotechIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Waster pirates|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Hussar}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Genie}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Impid}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Waster}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cannibal pirate gang]]{{IdeologyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Hussar}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Genie}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Impid}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Waster}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shattered empire]]{{RoyaltyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Shattered empire|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Hussar}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Genie}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Impid}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Waster}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Waster}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horax cult]]{{AnomalyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Horax cult|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Hussar}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Genie}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Impid}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Waster}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Waster}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Starjack}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Dark Entities (Shamblers){{AnomalyIcon}}&lt;br /&gt;
| 67.5% || 5% || 10% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Traders guild]]{{OdysseyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Traders guild|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Hussar}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Genie}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Impid}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Waster}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Waster}}}} || {{%|{{Faction Xenotype Chance|Traders guild|Starjack}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - [[Raider]]s now come from specific factions. Pawns of warring factions now fight. Pawns now spawn with backstories from appropriate spawn category for their faction. Tribals now have tribal specific names. Faction relations change over time. Faction relations now measured on a -100 to 100 scale instead of 0-100. Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Friendly factions will not help you fight their own friends. Groups from non-hostile factions visit the colony&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - trade caravan from other factions added.&lt;br /&gt;
* 1.1 - Faction icons are now differentiated by shape as well as color, to help out colorblind players. Added confirmation dialog before attacking friendly factions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: When a faction is defeated the faction goodwill number and relation label overlap.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{nav|factions}}&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Recommended_software&amp;diff=180618</id>
		<title>Modding Tutorials/Recommended software</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Recommended_software&amp;diff=180618"/>
		<updated>2026-05-27T09:09:27Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Debugging Tools */ add list of known debug tools for the game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Recommended Software}}&lt;br /&gt;
&lt;br /&gt;
{{BackToTutorials}}&lt;br /&gt;
&lt;br /&gt;
This is a short list of programs that are useful for making mods. Most of the options listed here are free, but if you have development experience and have a favorite IDE, then by all means use what you're familiar and/or comfortable with!&lt;br /&gt;
&lt;br /&gt;
=XML Editors=&lt;br /&gt;
&lt;br /&gt;
While XML files are simple text files, basic Windows Notepad lacks any kind of syntax highlighting and rich text editors such as WordPad will insert invisible characters that are not recommended for machine-readable data files. The following are basic code editors that are recommended for writing or editing XML files:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Software !! OS !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://code.visualstudio.com/ Visual Studio Code] || Linux/Windows/Mac || A cross-platform code editor with emphasis on productivity and extension support. Also has an [https://marketplace.visualstudio.com/items?itemName=redhat.vscode-xml excellent XML plugin]. Generally recommended because it doubles as a great way to create a searchable workspace of all vanilla XML for easy browsing of vanilla XML references. Can also be used to compile C# assemblies with additional plugins but is generally inferior to a dedicated IDE at this task.&lt;br /&gt;
|-&lt;br /&gt;
| [http://notepad-plus-plus.org/download/ Notepad++] || Windows || Light-weight editor with extension support. Adding the &amp;quot;XML Tools&amp;quot; plugin is recommended for editing XML files, as it adds additional validation and error-checking. Can also do workspace/folder searching but is significantly slower in that role.&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.sublimetext.com/ Sublime Text] || Linux/Windows/Mac || Natively supports many programming languages and markup languages, and its functionality can be extended by users with plugins - A brief overview of its functionality can be found [http://webdesign.tutsplus.com/tutorials/useful-shortcuts-for-a-faster-workflow-in-sublime-text-3--cms-22185 here] and a full course [http://code.tutsplus.com/courses/perfect-workflow-in-sublime-text-2 here]&lt;br /&gt;
|-&lt;br /&gt;
| [https://microsoft.github.io/XmlNotepad/#install/ XML Notepad] || Windows || XML-oriented editor with a lot of features you will most likely never use in Rimworld modding&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.geany.org/ Geany] || Linux/Windows/Mac || Extremely lightweight text editor with syntax highlighting and some other basic features oriented towards XML and code editing.&lt;br /&gt;
|}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=IDEs/Editors=&lt;br /&gt;
&lt;br /&gt;
Writing C# code for custom assemblies requires not only code editing capability but also the ability to compile raw code into executable code. This is generally best done in an Integrated Development Environment that has a compiler built-in.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Software !! OS !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.visualstudio.com/ Visual Studio] || Windows || Microsoft's flagship IDE and strongly recommended if you are running Windows. The [https://www.visualstudio.com/products/visual-studio-community-vs Community Edition] is free for individuals and small teams, and does everything you need to make a RimWorld mod assembly out of the box.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.jetbrains.com/rider/ Rider] || Windows/Mac/Linux|| Also has a Community Edition that is free for non-commercial use since [https://blog.jetbrains.com/blog/2024/10/24/webstorm-and-rider-are-now-free-for-non-commercial-use/ October 24, 2024]. Excellent cross-platform alternative that may be more comfortable to use if you are familiar with Jetbrains IDEs.&lt;br /&gt;
|-&lt;br /&gt;
| [https://code.visualstudio.com/ Visual Studio Code] || Windows/Mac/Linux || VS Code can technically be used for C# as well, but you will need to do a little more legwork to get it to actually build the assembly as it's not a true IDE. May be desirable if you have a slow PC or otherwise need a much more lightweight IDE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Whichever IDE you choose, make sure it's capable of compiling for .NET Framework 4.7.2. If you for whatever reason don't have this framework installed, you can download it [https://dotnet.microsoft.com/download/dotnet-framework/net472 here].&lt;br /&gt;
&lt;br /&gt;
=C# Decompilers=&lt;br /&gt;
Decompilers are used to read the vanilla game code.&lt;br /&gt;
&lt;br /&gt;
''See [[Modding_Tutorials/Decompiling_source_code|Decompiling source code]]''&lt;br /&gt;
&lt;br /&gt;
=Graphics Software=&lt;br /&gt;
&lt;br /&gt;
For making textures, you will need a graphics program. The following are simply popular options, any software that can export transparent PNGs will work for RimWorld though.&lt;br /&gt;
&lt;br /&gt;
==Raster Graphics==&lt;br /&gt;
&lt;br /&gt;
Raster graphics are graphics that are made of pixels. They can lose detail when resized, but may be more comfortable to use for those with traditional art experience.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Software !! OS !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.photoshop.com/products Adobe Photoshop] || Windows/Mac || RimWorld's original graphics are made in Photoshop and the official Art Source generally contains PSD files. Photoshop is the gold standard for graphics software, but also very expensive. There are a lot of free alternatives.&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.gimp.org/ GIMP] || Linux/Windows/Mac || A free, open-source alternative to Photoshop that's been around since 1998. GIMP has a large user community, with great list of [http://www.gimp.org/tutorials/ tutorials] on the official sites&lt;br /&gt;
|-&lt;br /&gt;
| [https://krita.org/en/ Krita] || Linux/Windows/Mac || A free digital painting software. Better suited than GIMP for freehand painting and should feel like home pretty quick for Photoshop users.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.getpaint.net/ Paint.net] || Windows || A free photo editing program preferred by some modders. It is Windows-only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vector Graphics==&lt;br /&gt;
&lt;br /&gt;
Vector graphics are created using mathematical formulae for lines and shading. They may be easier to work with if you do not have an art tablet or prior art experience, and RimWorld's simplistic art style is easily emulated with vector graphics. Note however that as noted above, RimWorld's art source is in Photoshop files and not vectors as many people believe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Software !! OS !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.adobe.com/products/illustrator.html Adobe Illustrator] || Windows/Mac || Adobe's primary vector drawing software package. Also the gold standard for vector graphics, but just like Photoshop is expensive. A few free options also exist.&lt;br /&gt;
|-&lt;br /&gt;
| [http://inkscape.org/en/download/ Inkscape] || Linux/Windows/Mac || Free vector graphic program with a steeper learning curve due to the vector based image editing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Audio Software=&lt;br /&gt;
&lt;br /&gt;
Recording your own audio for mods might be too much to ask, but editing audio is always possible. This can be done with the following software or your own alternative:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Software !! OS !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [http://sourceforge.net/projects/audacity/ Audacity] || Linux/Windows/Mac || Audio editing software with many tutorials online, lots of useful functionality and a relatively readable interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Debugging Tools=&lt;br /&gt;
&lt;br /&gt;
Conventional debuggers for .NET framework can't attach to RimWorld because the game provides its own Unity-specific runtime. However a number of projects exist offering workarounds that allow the game to be debugged:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Project !! Compatible debuggers !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/pardeike/Rimworld-Doorstop RimWorld Doorstop] || dnSpyEx/Rider/Visual Studio || A module for the Unity Doorstop tool, tailored for RimWorld specifically. Offers several debugger options to choose from.&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Garethp/Rider-RimworldDevelopment RimworldDev for Rider] || Rider || A plugin for Rider which provides various features to support mod development, including debugging.&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/pardeike/RimWorld4Debugging RimWorld4Debugging] || Visual Studio || A wizard which guides the user through the process of installing a Visual Studio based debugging environment. Does not rely on Unity Doorstop, instead uses an alternative approach.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Additional Links=&lt;br /&gt;
&lt;br /&gt;
* [[Modding_Tutorials/Mod_Folder_Structure|Mod Folder Structure]] - How to set up a mod folder.&lt;br /&gt;
* [[Modding_Tutorials/Setting up a solution|Setting up a solution]] - How to set up a C# solution and project for building a RimWorld mod assembly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Roof&amp;diff=180617</id>
		<title>Roof</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Roof&amp;diff=180617"/>
		<updated>2026-05-27T06:01:04Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Occurrence */ work speed and construction mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Needs to cover both natural and constructed roofs, and has information that should be combined from several sources, inc the Orders pages, [[mountain]] etc.Transclude the orders/zones onto the page and discuss them, and expand analysis of things like roof drop traps. Work to make. void  metal roof}}{{#set:Blocks Wind = true}}&lt;br /&gt;
&lt;br /&gt;
A '''roof''' is an area of cover from the elements. They can be natural or artificial, with only minor differences between them.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
[[File:Roof Radius 2.png|thumb|right|A single wall or column will support a roof in a roughly circular area 6 tiles around it.]]&lt;br /&gt;
Constructed roofs are created by pawns; they require no resources to create or destroy and take {{Ticks|65}} of work to construct or remove, modified by the pawn's [[Construction Speed]] × 1.7. A [[build roof area]] designates an area where pawns assigned to [[Work#Construct|Construct]] will build a roof if possible. A [[remove roof area]] does the opposite, designating an area where existing roofs, including thin rock roofs, will be removed. A newly constructed room, up to a maximum size{{Check Tag|What size?}}, will automatically apply a build roof area over itself, including walls, but excluding remove roof area. [[Ignore roof area]] removes the effects of both build roof area and remove roof area - existing roofs won't be removed, new roofs are not designated for construction, and a newly enclosed room may create a build roof area.&lt;br /&gt;
&lt;br /&gt;
When a roof is constructed, any other unroofed tiles designated by the ''build roof area'' which are immediately adjacent to the tile targeted by the constructor, will also have their roof constructed for no extra work. Effectively this means up to 9 tiles of roof can be constructed in a single action. On the other hand, roof removal can only be performed one tile at a time.&lt;br /&gt;
&lt;br /&gt;
Natural roofs (e.g. rock roof (thin) and overhead mountain) cannot be created by the player, and only appear in natural [[rock]] formations. Thin rock roof can be removed as usual, but overhead mountain cannot be destroyed by any means short of [[development mode]].&lt;br /&gt;
&lt;br /&gt;
A roof can extend up to 6 tiles from a wall, column, rock wall, or any other fully impassible structure. This means that building with interior dimensions 12x(#) or smaller will always be able to be fully roofed. Areas built larger than this will remain partially unroofed without the use of additional support. In addition, a roof must be adjacent to either a roof-bearing structure, or another roof.&lt;br /&gt;
&lt;br /&gt;
If a roof's support is removed after it was built, then it will cause a [[#Roof collapse|roof collapse]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Likely not a complete list of effects. Also a list of buildings affected would be nice}}&lt;br /&gt;
All types of roof do the following, when placed:&lt;br /&gt;
* Prevent sunlight from reaching the area, lowering the [[light]] level of the tile.&lt;br /&gt;
* Block many effects from [[weather]]:&lt;br /&gt;
** Prevent [[rain]] from giving colonists the {{--|3}} ''Soaking Wet'' [[mood]]let or accelerating item [[deterioration]].&lt;br /&gt;
** Prevent [[snow]] from accumulating on the ground.&lt;br /&gt;
** Prevent [[lightning]] from striking an area. Note that any lightning generated in the area, such as by the [[Flashstorm (psycast)|Flashstorm psycast]] will still strike if there is an unroofed area, but will simply always strike somewhere unroofed.&lt;br /&gt;
** Prevent weather from impacting [[Weapons#Accuracy|ranged accuracy]], assuming ''both'' the shooter and the target are under a roof. The area between the shooter and target is irrelevant.&lt;br /&gt;
* Prevent item [[deterioration]] completely, if the roofed area is also in a [[room]].&lt;br /&gt;
* A [[room]] with at least 75% roof allows [[temperature]] changes to occur. If a room goes below that threshold, then temperature will instantly equalize with the Outdoors temperature. Having more of a room roofed will increase insulation.&lt;br /&gt;
** If the [[room]] also has less than 300 unroofed tiles, it will turn from &amp;quot;Unroofed&amp;quot; to &amp;quot;Roofed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Certain electric buildings and [[battery|batteries]] can start a fire during rain or snow when not under a roof. Roofed unlit production buildings still operate at full speed if the pawn using it is not in the dark.&lt;br /&gt;
Certain buildings like [[mortar]]s, [[telescope]] and [[ground-penetrating scanner]]s do not function under a roof.&lt;br /&gt;
Trees cannot grow under a roof regardless of light level, but other plants can be. Similarly, a roof cannot be built on the same tile as a tree.&lt;br /&gt;
[[Gas]]es dissipate slower under a roof.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
[[File:Roof thin thick.png|thumb|left|200px|Roof visibility overlay enabled showing thick/overhead mountain (dark green), thin/rock roof (light green) and constructed roofs (light green)]]&lt;br /&gt;
=== Overhead mountain (thick) ===&lt;br /&gt;
Overhead mountain has special properties compared to regular roof:&lt;br /&gt;
*Overhead mountain does not allow [[transport pod]]s to land or any [[mortar shell]]s to hit. Pods will land somewhere else; mortar shells are erased.&lt;br /&gt;
*Overhead mountain has natural [[temperature]]-regulating effects.&lt;br /&gt;
*Overhead mountain allows [[infestation]]s to spawn (see [[Infestation#Natural Infestations]] for details).&lt;br /&gt;
*Overhead mountain is considered more indoors for an undergrounder's [[Indoors (need)|Indoors need]].&lt;br /&gt;
*Overhead mountain cannot be removed.&lt;br /&gt;
*Having a roof collapse will create [[collapsed rocks]], instantly killing or destroying anything underneath. The roof remains the same.&lt;br /&gt;
&lt;br /&gt;
=== Constructed roof ===&lt;br /&gt;
Roof put over areas when ordered using a construct roof zone. This roof will make a room considered roofed, however things like mortars or drop pods will break through it if landing on it, causing a small amount of damage from roof collapsing along with any other damage the falling objects would otherwise cause. You can also remove constructed roofs by replacing the construct roof zone with a deconstruct roof zone&lt;br /&gt;
&lt;br /&gt;
=== Rock roof (thin) ===&lt;br /&gt;
Near the edge of mountains, Rock Roof (thin) is functionally the same as constructed roof, and unlike thick rock roofs can be removed in the same way as constructed roofs. It cannot be rebuilt if removed or destroyed.&lt;br /&gt;
&lt;br /&gt;
== Roof collapse ==&lt;br /&gt;
A roof will collapse if the last supporting [[structure]] within 6 tiles is removed, whether by [[Mine | mining]], [[Deconstruct | deconstruction]], or destruction. Removing the last tile of roof supporting another section of roof by [[#Roof deconstruction|deconstruction]] will delete the now-unsupported section but will not cause a collapse nor cause any damage. The player receives an event notification when a roof tile collapses and the game is paused.&lt;br /&gt;
&lt;br /&gt;
Roof collapses cause damage to everything and everyone underneath them, dealing [[Injury|injuries]] to pawns and damage to items. All roof collapses deal [[Damage Types#Crush|Crush]] damage. Thick mountain roof deals 99,999 damage with 999% {{AP}}, obliterating anything underneath it. Collapsed overhead mountain will leave [[collapsed rocks]]. Pawns and objects caught under collapsed rocks will be utterly destroyed; their bodies, [[gear]], and inventory are unrecoverable. Destroyed items leave no scrap parts. Thick mountain roof is not removed by collapse - if the collapsed rock is mined out and a collapse is triggered again, more collapsed rock will be created indefinitely. &lt;br /&gt;
&lt;br /&gt;
Normal collapsed roof remove the roof tiles in question and leaves [[filth]] in the form of building and rock rubble on the ground. Constructed and thin mountain roof deal between 15 and 30 damage with 0% {{AP}}, targeted at the &amp;quot;outside&amp;quot; and &amp;quot;top&amp;quot; of a pawn i.e. the neck of a [[human]] pawn and all its external children parts including the head.  &lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
{{Stub|section=1|reason=Further optimization of roof drop traps}}&lt;br /&gt;
The player can prevent roof collapse by preemptively removing roof tiles at risk. Creating a [[Remove roof area]] on the necessary tiles will prompt a colonist to safely remove thin roof.&lt;br /&gt;
&lt;br /&gt;
Roof collapse can also be manipulated into a weapon to damage entire rooms of enemies at once. Use [[frag grenades]] or any ranged weapon to destroy a pillar that was supporting roof over a [[killbox]]. Alternatively, [[IED trap]]s can be placed behind cheap, low {{HP}} walls or columns supporting roofs and enemies shot at when they come near it. They will take cover behind the structure, triggering the IED, detonating it, and dropping the roof on them for two sources of damage. Pathing hacks that exploit pawn preferences to avoid walking over slower terrain can also be used, such as placing IED roof drop traps on bridges over water.&lt;br /&gt;
&lt;br /&gt;
The damage from thin roof drops is not enormous, but targeting the head and neck make it deadlier that it would otherwise be. Assuming the random damage range is linear between the two points,{{Check Tag|Verify|Verify that the chance for any value between 15 and 30 damage being chosen is, in fact, the same.}} approximately 33.3% of roof collapses will do enough damage to outright destroy the head or neck and instantly kill the pawn. The 0% {{AP}} of the thin roof collapses means that helmets, and to a lesser extent, armor pieces that protect the neck, are very effective at protecting pawns however. This means that heavily armored pawns have little to fear from thin roof collapses except when extremely unlucky, while wearing [[Quality|legendary]] [[cataphract armor]]{{RoyaltyIcon}} and [[cataphract helmet]]{{RoyaltyIcon}} will make a pawn completely immune to them. This also makes [[Tribes|Tribal]] [[raiders]] much more susceptible to roof drop traps than the usually better armored [[outlander]] and [[pirate]] [[factions]].&lt;br /&gt;
&lt;br /&gt;
Nothing will save a pawn from a collapsed overhead mountain and overhead mountain drops are devastating, though difficult to set up and wasteful in terms of loot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Average thin roof damage by Armor (%)&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400&lt;br /&gt;
| height=150&lt;br /&gt;
| type=line&lt;br /&gt;
| yGrid=&lt;br /&gt;
| xGrid=&lt;br /&gt;
| xAxisTitle= Armor (%) &lt;br /&gt;
| xAxisMin = 0&lt;br /&gt;
| xAxisMax = 200&lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| yAxisMax = 30&lt;br /&gt;
| yAxisTitle= Average Damage Dealt&lt;br /&gt;
| x= 0, 100, 200&lt;br /&gt;
| y1Title = Lower bound (15 damage)&lt;br /&gt;
| y1= {{#expr:15*1}}, {{#expr:15*0.25}}, {{#expr:15*0}}&lt;br /&gt;
| y2Title = Higher bound (30 damage)&lt;br /&gt;
| y2= {{#expr:30*1}}, {{#expr:30*0.25}}, {{#expr:30*0}}&lt;br /&gt;
| legend = Average Damage&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roof deconstruction ==&lt;br /&gt;
Drawing a &amp;quot;[[Remove roof area]]&amp;quot; will cause colonists to remove a constructed roof. Constructors will automatically go and safely remove the roofs without risk of collapse. Overhead Mountains cannot be removed this way, only by triggering a collapse.&lt;br /&gt;
&lt;br /&gt;
Because of the collapse protection mentioned above when removing the roof, it can be expeditious to direct pawns to only remove the outside ring of roofing to allow the inner roof area to become unsupported and vanish safely. &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TempRoof.png|A tile of corrugated sheet metal, used to show new roofs being placed&lt;br /&gt;
Roof placement fading.png|Newly-built roof sections are briefly visible, before fading out&lt;br /&gt;
Roof drop trap 1.png|Simple roof trap setup. A wooden column is place in a killbox and roof is built within it's support radius. The column is then preemptively damaged down to low hp so a single shot will destroy it and cause the roof to collapse&lt;br /&gt;
Roof drop trap 2.png|The result of the supporting column being destroyed. Note that you can see six enemies being damaged simultaneously by the falling roof&lt;br /&gt;
Bridge_ied_trap_4.png|Non-contiguous version of an IED bridge roof trap showing that pathing raiders will be lured by the movement efficiency.&lt;br /&gt;
Bridge ied trap 5.png|Several raiders outside of the IED blast radius are damaged by the roof collapse&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - It's no longer possible to build roof over trees&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improved lighting for roof eaves. Gas now dissipates slower in roofed areas.&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=180591</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=180591"/>
		<updated>2026-05-24T02:56:01Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Carcinoma */ explain the meaning of 'good treatment'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailments. Add ailment in-game descriptions to each, and format them such that they're obviously quotes}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 33.6 years old to get Alzheimer's, meaning it can first occur at their 34th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer mech serum#Summary|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Death refusal]]{{AnomalyIcon}}: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Chronophagy]]{{AnomalyIcon}}: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
* [[Unnatural healing]]{{AnomalyIcon}}: a Creepjoiner with unnatural healing replicates the effect of a healer mech serum and so can be similarly used to cure Alzheimers at the minor risk of replacing an arm with a flesh tentacle for the cured pawn&lt;br /&gt;
* [[Scarless]]{{BiotechIcon}}: Similarly to Luciferium, the Scarless gene can heal permanent injuries and ailments including Alzheimer's. It is rare to see outside of [[sanguophage]]s but has no downsides other than for colonists with [[traits|body purist]].&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 40 years old to get a bad back, meaning it can first occur at their 41st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get cataracts, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment (100% tend quality) can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery has a 100% base chance to succeed. If it fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 22.4 years old to get carcinoma from aging, meaning it can first occur at their 23rd birthday. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s,{{RoyaltyIcon}} can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with a [[healer mech serum]], [[luciferium]], [[unnatural healing]]{{AnomalyIcon}} or the [[chronophagy]] psychic ritual.{{AnomalyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at level 4&lt;br /&gt;
**15% at level 12&lt;br /&gt;
**25% at level 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 68 years old to get dementia from aging, meaning it can first occur at their 69th birthday. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], [[unnatural healing]] ability,{{AnomalyIcon}} the [[Chronophagy]] psychic ritual,{{AnomalyIcon}} implantation of the [[scarless]] gene,{{BiotechIcon}} or with the use of [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 50 years old to get frail, meaning it can first occur at their 51st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 100 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 60 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 30 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 20 years old to get an artery blockage, meaning it can first occur at their 21st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s.&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get hearing loss, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval, '''SG60''' for short, is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess.&lt;br /&gt;
## Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;'''SG60''' = max(0.000375, 0.0000645 × effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve !! X !! Y&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7| {{Graph:Chart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 100|| 60&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:middle&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Excess&amp;lt;br/&amp;gt;Temperature (°C)&amp;lt;ref&amp;gt;Ambient Temperature - Maximum Comfortable Temperature (°C)&amp;lt;/ref&amp;gt;&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || {{0}}93023 || 1.6 days &lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || {{0}}62016 || 24.8 hours&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003225 || {{0}}18605 || 7.4 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005160 || {{0}}11628 || 4.7 hours&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 0.015480 || {{0|00}}3876 || 1.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.063855 || {{0|000}}939 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027 × heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature. Severity decreases at a constant rate of 1.5% when at 55.6% or above, slowing down until reaching its slowest (0.15%) at 5.6% and below. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike [[#Heatstroke|hyperthermia]], hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:center&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Temperature&amp;lt;br/&amp;gt;Delta&amp;lt;ref&amp;gt;&amp;lt;small&amp;gt;Minimum Comfortable Temperature - Ambient Temperature&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;(°C)&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game hours&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25  || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50  || 0.002580 || 23256 || {{0}}9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || {{0}}4.1&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 0.012255 || {{0}}4896 || {{0}}2.0 &amp;lt;!-- 1.96--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || {{0}}3208 || {{0}}1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027 × hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}} &lt;br /&gt;
* [[Manipulation]] {{Bad|-50%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Vacuum exposure occurs when a pawn is subjected to [[Orbit|hard vacuum]] without adequate protection.&lt;br /&gt;
&lt;br /&gt;
The rate of severity growth is directly proportional to the vacuum percentage of the pawn's current tile, and to the difference between 1 and a pawn's [[vacuum resistance]] stat. Vacuum will be 100% outside pressurized rooms; otherwise, it will vary depending on the presence of [[oxygen pump]]s, open connections to other rooms, and so on. The specific algorithm is:&lt;br /&gt;
# Start with a default of 2% per second.&lt;br /&gt;
# Multiply the amount by the tile's current vacuum percentage.&lt;br /&gt;
# Multiply the product by the difference between 1 and the pawn's vacuum resistance.&lt;br /&gt;
Expressed as a formula, the increase of severity every {{ticks|60}} is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in vacuum exposure severity = 0.02 * tile vacuum percentage * (1 - vacuum resistance)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vacuum exposure builds up extremely quickly in pawns without significant vacuum resistance. An unprotected pawn with no resistance will die in just {{ticks|3000}} of exposure to a complete vacuum, making even brief spacewalks a risky prospect.&lt;br /&gt;
&lt;br /&gt;
Pawns recover quickly from vacuum exposure while inside a pressurized area; severity will simply fall at a flat 10% per second until the condition disappears entirely. Affected pawns that reach 100% vacuum resistance while still exposed (such as by equipping a [[vacsuit]]) will keep their current level of exposure until they return to a pressurized tile, but its severity will not increase any further.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at&amp;lt;br/&amp;gt;severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || Initial ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || ≥15% ||&lt;br /&gt;
* {{Bad|-{{0}}5%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}5%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (mild)''' || ≥30% ||&lt;br /&gt;
* {{Bad|-10%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}8%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (moderate)''' || ≥50% ||&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || ≥85% ||&lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || 100% ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{| class = &amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin: auto;&amp;quot; width=100%&lt;br /&gt;
  |-&lt;br /&gt;
  !Graph&lt;br /&gt;
  |-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
  |width=940&lt;br /&gt;
  |height=600&lt;br /&gt;
  |type=line&lt;br /&gt;
  |legend=Legend&lt;br /&gt;
  |y1Title=No vacuum resistance [50s]&lt;br /&gt;
  |y2Title=Vacsuit chest only (32%) [73s]&lt;br /&gt;
  |y3Title= Vacuum resistant (45%) [90.9s]&lt;br /&gt;
  |y4Title=Vacsuit helmet only (69%) [161s]&lt;br /&gt;
  |y5Title= Vacskin Gland (85%) [5 min 33s]&lt;br /&gt;
  |y6Title=Full Recon armour (95%) [16min 40s]&lt;br /&gt;
  |y7Title=Full Marine armour (97%) [27min 46s]&lt;br /&gt;
  |y8Title=Full Cataphract armour (98%) [41.7min]&lt;br /&gt;
  |y9Title= Vacsuit helmet and any power armor (99%) [83.3min]&lt;br /&gt;
&lt;br /&gt;
  |x = 0,50,73.5,90.0,161.3,333.3,1000,1666.7,2500,5000&lt;br /&gt;
  |y1=0,100&lt;br /&gt;
  |y2=0,68.03,100&lt;br /&gt;
  |y3=0,55.56,81.67,100&lt;br /&gt;
  |y4=0,30.99,45.56,55.79,100&lt;br /&gt;
  |y5=0,15,22.05,27,48.4,100&lt;br /&gt;
  |y6=0,5,7.35,9,16.13,33.33,100&lt;br /&gt;
  |y7=0,3,4.41,5.40,9.68,20,60,100&lt;br /&gt;
  |y8=0,2,2.94,3.6,6.45,13.33,40,66.67,100&lt;br /&gt;
  |y9=0,1,1.47,1.8,3.23,6.67,20,33.33,50,100&lt;br /&gt;
  |xAxisTitle = Time (s)&lt;br /&gt;
  |yAxisTitle = Vacuum exposure (%)&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
Sterilizing a pregnant animal will not terminate the pregnancy.&lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Pawns can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy or IUD insertion.{{BiotechIcon}} It is currently unknown if there are other sources.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative [[liver]] disease caused by excessive [[alcohol]] consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the [[Organ harvesting|transplantation]] of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or [[glitterworld medicine]] to do so.&lt;br /&gt;
* Other than transplantation, only [[healer mech serum]] and [[unnatural healing]]{{AnomalyIcon}} can cure cirrhosis.&lt;br /&gt;
&lt;br /&gt;
Alcohol [[tolerance]] above '''45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Tolerance !! Average cirrhosis interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Cirrhosis (Days) | x = 49, 50, 100 | y =  250, 60, 45 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 60 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 45 Days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]] or via [[unnatural healing]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]],{{IdeologyIcon}} in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potentially still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Unnatural healing]]{{AnomalyIcon}} ability (or possibly through other means as well). It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Main|Bliss lobotomy}}&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty. Makes pawn incapable of cooking, construction, plant work, mining, crafting and intellectual. Can generate on [[horax cult|cultist]] raiders or be deliberately induced via a brain surgery at the cost of 2 medicine and 30 [[bioferrite|bioferrites]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is primarily determined by the cook's [[food poison chance]] stat, with the [[Cleanliness|cleanliness of the room]] where it was prepared also being a potential factor. &lt;br /&gt;
&lt;br /&gt;
[[Corpse]]s have a flat chance of 5% to give food poisoning. Other raw food has a flat chance in between 1% and 4% depending on the type of food — most raw food having a 2% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
&lt;br /&gt;
If food poisoning is applied when cooking a recipe that produces multiple items (such as 4×{{Icon Small|simple meal}} or 16×{{Icon Small|pemmican}}), every item cooked in that batch becomes poisoned.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; | '''0''' || style=&amp;quot;background-color:#F00000&amp;quot; | '''5.00%''' || rowspan=&amp;quot;10&amp;quot;| {{Graph:Chart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
Chance = ([[Cleanliness|Room Cleanliness]] + 2) * 0.05 / 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Capped between 0% and 5%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot; &lt;br /&gt;
| '''1''' || '''4.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| '''2''' || '''3.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| '''3''' || '''2.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| '''4''' || '''1.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| '''5''' || '''1.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| '''6''' || '''0.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| '''7''' || '''0.25%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| '''8''' || '''0.15%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| '''9-20''' || '''0.10%'''&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only be minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or by making [[Baby food]] or [[nutrient paste meal]]s as they will never cause food poisoning. Installing a [[sterilizing stomach|sterilizing]],{{RoyaltyIcon}} [[nuclear stomach]],{{RoyaltyIcon}} or [[fleshmass stomach]],{{AnomalyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} render pawns immune to contracting food poisoning. Note that [[bionic stomach]]s reduce the chance of getting food poisoning by 50% but cannot outright prevent it.&lt;br /&gt;
&lt;br /&gt;
The notification for a colonist being poisoned will explain the cause of the poisoning. This can be very helpful if an unattended kitchen was allowed to cross into the very dirty -2 cleanliness danger zone, as a nearby cleaner can simply be ordered to clean the kitchen and avoid more unnecessary poisoning.&lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before. [[Unnatural healing]]{{AnomalyIcon}} is the vastly more economical option, though it carries opportunity cost of the 6 day cooldown.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, which interrupts and resets the process of eating, combined with the reduction in eating speed, patients with food poisoning may be at risk of developing [[malnutrition]]. With the already impaired consciousness and moving capacity from the poisoning, stacking malnutrition on top of that could lead to a [[downed]] state, so it may be worth supervising poisoned pawns in case they need rescue. A diet of small unit foods such as [[pemmican]] will not mitigate this issue, as there is no concept of incremental eating - a pawn takes the same time to consume one pemmican as it takes to consume 18 pemmican, and if interrupted part way through, all the pemmican pieces remain uneaten.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
Primarily occurs with exposure to [[toxic fallout]], [[pollution]],{{BiotechIcon}} [[tox gas]],{{BiotechIcon}} and tox rain.{{OdysseyIcon}} Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]],{{RoyaltyIcon}} or [[venom fangs]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout and tox rain, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to toxic fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.{{Check Tag|Rate from tox rain?}}&lt;br /&gt;
&lt;br /&gt;
There are two stats that reduce toxic build up stats:&lt;br /&gt;
* All sources of toxic buildup are affected by the [[Toxic Resistance]] [[stat]]. [[Human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Some ways of increasing this stat are the [[detoxifier kidney]]{{BiotechIcon}} and [[tox resistance]] [[gene]].{{BiotechIcon}}&lt;br /&gt;
* [[Toxic Environment Resistance]] protects against all sources of buildup except for direct attacks like cobra bites. Some ways of increasing this stat are the [[face mask]], [[gas mask]],{{BiotechIcon}} and [[detoxifier lung]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Both stats reduce the amount of buildup received by the % of the stat, so 50% Toxic Resistance = 50% less build up. Toxic Resistance and Toxic Environment Resistance will multiplicatively stack with each other, so if a human has 50% in both stats, the effective rate of buildup from environmental sources is 25%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Pilot assistant]] {{OdysseyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}. While the condition is present, further EMP hits will reset the countdown, but won't lead to any stacking of symptoms.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC|Royalty]] and [[Odyssey DLC|Odyssey]] DLCs, it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[neural heat limit]]s when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Subcore softscanner}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]],{{RoyaltyIcon}} or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. Vomiting lasts a random duration from {{Ticks|300}} to {{Ticks|900}}, and every 150 interval ticks it reduces the pawn's food bar by 0.04 and generates 1 stack of [[vomit]] filth on the tile they're facing. Note that this interval tick occurs independently from the beginning of the vomiting duration, and as such the number of times it occurs may not be the simple division of the chose duration divided by 150. As such, between one fewer and one more interval may occur than the the division would indicate. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected early by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day. Progress can be paused through the use of a [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[healer mech serum]] as well as the [[unnatural healing]] ability so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable, short of destroying the colonist's brain then resurrecting them with either a [[resurrector mech serum]] or [[death refusal]]. However, consistently destroying the brain can be difficult. There are 5 main ways to achieve it:&lt;br /&gt;
* With the [[Biotech DLC]], ordering a colonist into a loaded [[Subcore ripscanner]] will always cause total brain destruction.&lt;br /&gt;
* With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will destroy its head reliably and safely.&lt;br /&gt;
* Fatal [[Luciferium]] withdrawal kills via brain death.&lt;br /&gt;
* Allow colonists or animals to eat sections of the corpse, risking consuming the entire body before the head is removed.&lt;br /&gt;
&lt;br /&gt;
Furthermore, no matter how successful the head removal, the costs and downsides of the either the serum or refusal remain. If this strategy is used, remember not to euthanize them or they will be no longer of your faction after resurrection.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, [[Ghoul|ghoul infusion]] will not cure crumbling mind and it will hinder ghoul's combat abilities. [[Chronophagy]] healing is also useless against crumbling mind.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x75%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable of work types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Duplicate sickness ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse. However, the condition will not be lethal.&lt;br /&gt;
&lt;br /&gt;
Duplicate sickness is one of the potential outcomes from the duplication of a pawn by a [[corrupted obelisk]]. It affects both the original pawn and the duplicate{{Check Tag|Wb other duplicates?|Test both a previous duplicate (i.e. use obelisk gizmo, wait cooldown use again) and mass cloning (i.e. when 30 pawns spawn when it reaches max activity}} and is initially hidden. Severity increases by 10% per day that both pawns are alive. A pawn in [[cryptosleep]] will not gain severity, but being in cryptosleep will ''not'' prevent the other copy of the pawn from gaining severity. This gradually reduces the consciousness of both pawns and makes them more likely to have [[mental breaks]], before eventually rendering both comatose. &lt;br /&gt;
&lt;br /&gt;
It cannot be treated,{{Check Tag|Verify}} but can be cured by one of three methods: [[healer mech serum]], the [[unnatural healing]] ability, or the death of one of the two pawns. &lt;br /&gt;
&lt;br /&gt;
If one of the two connected pawns is killed, the other's duplication sickness severity immediately starts regressing at the rate of 50% per day, while the killed pawn's duplication sickness is instantly cured. The killed pawn can then be immediately resurrected with a [[resurrector mech serum]] or [[death refusal]] without stopping the regression of the other pawn's sickness. Similarly, if one of the linked pawns is turned into a [[ghoul]], killed, and revived with a [[ghoul resurrection serum]], the same mechanics apply.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || Initial ||&lt;br /&gt;
* No symptoms, condition not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || ≥20% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|5%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (moderate)''' || ≥50% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|10%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (extreme)''' || ≥80% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|15%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|14%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (debilitating)''' || ≥95% severity ||&lt;br /&gt;
* [[Consciousness]] Max: {{Bad|10%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. It can be cured by [[healer mech serum]] or [[unnatural healing]],{{AnomalyIcon}} alternatively resurrection can be attempted again via another [[resurrector mech serum]] or [[death refusal]].{{AnomalyIcon}} It is otherwise uncurable. A [[cryosleep casket]] can sustain the pawn in order to wait for a cure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be 2 or more colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-60% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 60-80% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 80-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 70% of life expectancy (i.e. 56 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 90% of life expectancy (i.e. 72 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity.  Each interval the heart attack severity will randomly change by a value between {{---|40%}} to {{++|60%}}. This means that it is possible for a heart attack to recover on its own, but usually (~76% likelihood){{Check Tag|Detail needed|How is this calculated??}} an untreated heart attack progresses to fatal severity. The interval between changes is random, and varies between {{Ticks|500}} and {{Ticks|10000}}.&amp;lt;!-- 5000 x Rand.Range(0.1, 2.0) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by {{---|30%}}. Successfully reducing severity below 0% will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The chance a particular treatment can succeed is 65% multiplied by the [[tend quality]], for an effective maximum of 84.5% with [[glitterworld medicine]].&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Vacuum exposure implemented with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Writing_custom_code&amp;diff=180588</id>
		<title>Modding Tutorials/Writing custom code</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Writing_custom_code&amp;diff=180588"/>
		<updated>2026-05-23T23:25:59Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Examples */ remove link to nonexistent example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BackToTutorials}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial gives you a broad idea how to work on a C# solution.&lt;br /&gt;
&lt;br /&gt;
While it is possible to create many mods by modifying or creating XML, writing custom C# code, either as stand-alone classes or as Harmony patches, allows changing almost anything in the game.&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
* This tutorial requires you to have [[Modding Tutorials/Setting up a solution|set up a solution]].&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Creating a class=&lt;br /&gt;
Once you've [[Modding Tutorials/Setting up a solution|set up your solution]] correctly you'll usually be greeted with a class similar like the template below:&lt;br /&gt;
====Template====&lt;br /&gt;
&lt;br /&gt;
Let's go over the template:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;csharp&amp;quot;&amp;gt;/*&lt;br /&gt;
 * Created by SharpDevelop.&lt;br /&gt;
 * User: You&lt;br /&gt;
 * Date: 01-01-1970&lt;br /&gt;
 * Time: 00:00&lt;br /&gt;
 * &lt;br /&gt;
 * To change this template use Tools | Options | Coding | Edit Standard Headers.&lt;br /&gt;
 */&lt;br /&gt;
using System;&lt;br /&gt;
&lt;br /&gt;
namespace MyNameSpace&lt;br /&gt;
{&lt;br /&gt;
	/// &amp;lt;summary&amp;gt;&lt;br /&gt;
	/// Description of MyClassName.&lt;br /&gt;
	/// &amp;lt;/summary&amp;gt;&lt;br /&gt;
	public class MyClassName&lt;br /&gt;
	{&lt;br /&gt;
		public MyClassName()&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&amp;lt;/source&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Using====&lt;br /&gt;
&lt;br /&gt;
The first thing you notice is ''using System;'' which indicates this class can call anything from the namespace ''System'' without calling it like ''System.Class.SomeDataType'' but rather ''SomeDataType''. This is very useful because we don't have to worry about such calls anymore (for now).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next section shows which namespaces you could put in ''using''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Namespace====&lt;br /&gt;
&lt;br /&gt;
Next up is the ''namespace MyNameSpace'' part - in principle everything inside of a namespace knows everything else inside of that namespace. If you were to make a folder inside of your project (''MyProjectName'' not Solution ''MySolutionName''), any classes inside of that folder would have the namespace ''MyNameSpace.MyFolderName''. '''That's a different namespace''' and unless you tell other classes that it exists (''using MyNameSpace.MyFolderName;'') they won't accept calls to parts of that namespace without that namespace as a prefix.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anything inside of ''MyNameSpace.MyFolderName'' does however know of everything inside ''MyNameSpace'', just nothing about other subfolders of ''MyNameSpace''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By default your project knows nothing. Adding DLL references to the ''References'' folder (as done in the previous tutorial) allows you to reference them with ''using'':&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
namespace MyNameSpace {}		/* Assuming MyNameSpace is your ROOT NAMESPACE (MyProjectName -&amp;gt;&lt;br /&gt;
					Properties -&amp;gt; Application -&amp;gt; Root namespace), this will compile. */&lt;br /&gt;
&lt;br /&gt;
namespace MyNameSpace.MyFolderName {}	/* Assuming this class is inside of the folder MyFolderName inside of&lt;br /&gt;
					MyProjectName, this will compile. Other classes outside of the folder&lt;br /&gt;
					will have to reference this, this class will have to reference classes&lt;br /&gt;
					in different subfolders (but not the ones in the root folder). */&lt;br /&gt;
&lt;br /&gt;
namespace RimWorld {}			/* Don't do this. It will compile if RimWorld is your root namespace&lt;br /&gt;
					but it's bad practice. */&lt;br /&gt;
&lt;br /&gt;
namespace System {}			/* No, just no. */&lt;br /&gt;
&amp;lt;/source&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can set your project's namespace by going to visual studio and right-clicking MyProjectName -&amp;gt; Properties -&amp;gt; Application -&amp;gt; Root namespace(Visual Studio 2019 it is Default namespace). Please take some time to make it unique so no compatibility issues will arise with other mods, for your and everyone else's sanity.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
&lt;br /&gt;
This summary is part of the template but it's not required. It can help other people understand your code better when you provide the source but besides that you really don't need it.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Class and Constructor====&lt;br /&gt;
&lt;br /&gt;
This is your class definition. To access anything inside of a ''public class'' you will need a reference to an instance of that class:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
MyClassNamefoo = new MyClassName();&lt;br /&gt;
&amp;lt;/source&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The brackets at ''new MyClassName()'' indicate you're creating this instance without ''parameters'' which is possible because your class contains a constructor (anything inside of ''class MyClassName'' which has parameters and isn't a method, often abbreviated '''.ctor''') which accepts a call without parameters:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;csharp&amp;quot;&amp;gt;&lt;br /&gt;
public class MyClassName&lt;br /&gt;
{&lt;br /&gt;
	public MyClassName()	/* No parameters */&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	public MyClassName(string foo, int bar)	/* Required parameters of datatypes string and int */&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	public MyClassName(string foo = &amp;quot;none supplied&amp;quot;, int bar = 42)	/* Default parameters &amp;quot; &amp;quot; &amp;quot; */&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
}&amp;lt;/source&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last implementation of the constructor (''MyNameSpace.MyClassName.MyClassName'' inside of ''MyNameSpace.MyClassName'') is capable of accepting zero to two parameters while the second implementation of the constructor will only accept calls with exactly two parameters.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Namespaces=&lt;br /&gt;
Some very useful namespaces in general are the following:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Namespace !! What does it do?&lt;br /&gt;
|-&lt;br /&gt;
| System.Collections.Generic || Makes it so you can use part of the IEnumerable interface, which is used for datatypes like List&amp;lt;&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| System.Linq || Allows for cool operations on the IEnumerable interface such as ''.Where()'' which accepts lambda operations (oh my!).&lt;br /&gt;
|-&lt;br /&gt;
| System.Text.RegularExpressions || Introduces Regular Expressions (RegEx) to C# which allows for intricate operations on strings.&lt;br /&gt;
|-&lt;br /&gt;
| System.Collections || Holds other parts of the IEnumerable interface you will require when inheriting from that class.&lt;br /&gt;
|-&lt;br /&gt;
| System.Text || Contains the ''StringBuilder'' which accepts a list of strings and returns them in a specific way.&lt;br /&gt;
|}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the namespaces for RimWorld in particular are these:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Namespace !! What does it do?&lt;br /&gt;
|-&lt;br /&gt;
| RimWorld || Many RimWorld specific classes can be found in this namespace. This and the Verse namespace will be most used.&lt;br /&gt;
|-&lt;br /&gt;
| Verse || Many general use classes can be found in this namespace. This and the RimWorld namespace will be most used.&lt;br /&gt;
|-&lt;br /&gt;
| RimWorld.BaseGen || Everything that creates the layout and contents of the Outposts, Bases and Settlements is in here.&lt;br /&gt;
|-&lt;br /&gt;
| RimWorld.Planet || Everything (almost everything) having to do with the planet is in here.&lt;br /&gt;
|-&lt;br /&gt;
| Verse.AI || Holds the Jobs and general AI. Broadly speaking, what pawns do.&lt;br /&gt;
|-&lt;br /&gt;
| Verse.AI.Group || Holds the squad AI. This is useful when you want 2 or more pawns to work together.&lt;br /&gt;
|-&lt;br /&gt;
| Verse.Grammar || Contains functionality for the Languages folder and other things having to do with text operations such as the art flavour text generator.&lt;br /&gt;
|-&lt;br /&gt;
| Verse.Noise || Something something you'll never need this.&lt;br /&gt;
|-&lt;br /&gt;
| Verse.Sound || Much like Verse.Noise.&lt;br /&gt;
|-&lt;br /&gt;
| Verse.Steam || Steam integration by Tynan - you won't need it.&lt;br /&gt;
|-&lt;br /&gt;
| UnityEngine || Contains many more methods you most likely won't actively use. RimWorld mostly uses it for the GUI, Rect and Color methods.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The difference between RimWorld and Verse is sometimes blurred. &amp;quot;RimWorld&amp;quot; contains things which are reasonably specific to RimWorld functionality. Classes in Verse are more oriented towards general game functionality. Since it can be difficult to guess which namespace holds a class, you might as well add both using statements whenever you want.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you want to use the exact functionality of a base game class you're best off copying all its ''using'' statements, its ''namespace'' and the namespace of its parent.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Writing code=&lt;br /&gt;
&lt;br /&gt;
# [[Modding Tutorials/Decompiling source code|Decompile source code]] to take a look at the game's existing code;&lt;br /&gt;
## If you get stuck on anything, any modding questions can be asked on the [https://ludeon.com/forums/index.php?board=14.0 subforum],&lt;br /&gt;
# Compile your class into a .dll;&lt;br /&gt;
## Most IDE's, integrated development environments, have a button that says &amp;quot;Compile&amp;quot; or &amp;quot;Build&amp;quot; - there is usually a hotkey (F5, F8, etc). Compiling is entirely driven by the software, you only have to supply a location for it to compile to - as explained in [[Modding Tutorials/Setting up a solution|Setting up a solution]].&lt;br /&gt;
## Make sure your project's output type is &amp;quot;class library&amp;quot;;&lt;br /&gt;
## '' '''Note:''' by default, Visual Studio will compile all the references of the project as well, so you’ll get a copy of UnityEngine.dll and Assembly-CSharp.dll and some others. Just take ''MyModName.dll'' and place it in the ''MyModName/Assemblies'' folder. If you have [[Modding Tutorials/Setting up a solution|set up a solution]] according to the tutorial you don't have this problem,&lt;br /&gt;
# Reference the classes in your .dll (optionally: from the xml data in the MyModName/Defs folder);&lt;br /&gt;
#* {{Main|Modding Tutorials/Linking XML and C#}}&lt;br /&gt;
## '''Example:''' Write a [[Modding_Tutorials/Hello_World|Hello World]] mod&lt;br /&gt;
## '''Example:''' Create a new ThingDef with a &amp;lt;thingClass&amp;gt; that points to a class in your .dll (see, for example, [[Modding_Tutorials/Def classes|Def classes]] and [[Modding_Tutorials/Modifying defs|Modifying defs]])&lt;br /&gt;
# The game should load your class now;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
* Write a [[Modding_Tutorials/Hello_World|Hello World]] mod: the simplest C# project.&lt;br /&gt;
* [[Plague_Gun]] How to Make a RimWorld Mod - step by step guide by Jecrell.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [[Modding_Tutorials/Distribution|Distribution]] details how to release your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=180561</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=180561"/>
		<updated>2026-05-22T06:18:47Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Brain shock */ explain how consecutive brain-shocks behave&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailments. Add ailment in-game descriptions to each, and format them such that they're obviously quotes}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 33.6 years old to get Alzheimer's, meaning it can first occur at their 34th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer mech serum#Summary|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Death refusal]]{{AnomalyIcon}}: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Chronophagy]]{{AnomalyIcon}}: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
* [[Unnatural healing]]{{AnomalyIcon}}: a Creepjoiner with unnatural healing replicates the effect of a healer mech serum and so can be similarly used to cure Alzheimers at the minor risk of replacing an arm with a flesh tentacle for the cured pawn&lt;br /&gt;
* [[Scarless]]{{BiotechIcon}}: Similarly to Luciferium, the Scarless gene can heal permanent injuries and ailments including Alzheimer's. It is rare to see outside of [[sanguophage]]s but has no downsides other than for colonists with [[traits|body purist]].&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 40 years old to get a bad back, meaning it can first occur at their 41st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get cataracts, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery has a 100% base chance to succeed. If it fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 22.4 years old to get carcinoma from aging, meaning it can first occur at their 23rd birthday. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s,{{RoyaltyIcon}} can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with a [[healer mech serum]], [[luciferium]], [[unnatural healing]]{{AnomalyIcon}} or the [[chronophagy]] psychic ritual.{{AnomalyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at level 4&lt;br /&gt;
**15% at level 12&lt;br /&gt;
**25% at level 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 68 years old to get dementia from aging, meaning it can first occur at their 69th birthday. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], [[unnatural healing]] ability,{{AnomalyIcon}} the [[Chronophagy]] psychic ritual,{{AnomalyIcon}} implantation of the [[scarless]] gene,{{BiotechIcon}} or with the use of [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 50 years old to get frail, meaning it can first occur at their 51st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 100 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 60 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 30 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 20 years old to get an artery blockage, meaning it can first occur at their 21st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s.&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get hearing loss, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval, '''SG60''' for short, is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess.&lt;br /&gt;
## Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;'''SG60''' = max(0.000375, 0.0000645 × effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve !! X !! Y&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7| {{Graph:Chart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 100|| 60&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:middle&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Excess&amp;lt;br/&amp;gt;Temperature (°C)&amp;lt;ref&amp;gt;Ambient Temperature - Maximum Comfortable Temperature (°C)&amp;lt;/ref&amp;gt;&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || {{0}}93023 || 1.6 days &lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || {{0}}62016 || 24.8 hours&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003225 || {{0}}18605 || 7.4 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005160 || {{0}}11628 || 4.7 hours&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 0.015480 || {{0|00}}3876 || 1.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.063855 || {{0|000}}939 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027 × heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature. Severity decreases at a constant rate of 1.5% when at 55.6% or above, slowing down until reaching its slowest (0.15%) at 5.6% and below. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike [[#Heatstroke|hyperthermia]], hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:center&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Temperature&amp;lt;br/&amp;gt;Delta&amp;lt;ref&amp;gt;&amp;lt;small&amp;gt;Minimum Comfortable Temperature - Ambient Temperature&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;(°C)&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game hours&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25  || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50  || 0.002580 || 23256 || {{0}}9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || {{0}}4.1&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 0.012255 || {{0}}4896 || {{0}}2.0 &amp;lt;!-- 1.96--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || {{0}}3208 || {{0}}1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027 × hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}} &lt;br /&gt;
* [[Manipulation]] {{Bad|-50%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Vacuum exposure occurs when a pawn is subjected to [[Orbit|hard vacuum]] without adequate protection.&lt;br /&gt;
&lt;br /&gt;
The rate of severity growth is directly proportional to the vacuum percentage of the pawn's current tile, and to the difference between 1 and a pawn's [[vacuum resistance]] stat. Vacuum will be 100% outside pressurized rooms; otherwise, it will vary depending on the presence of [[oxygen pump]]s, open connections to other rooms, and so on. The specific algorithm is:&lt;br /&gt;
# Start with a default of 2% per second.&lt;br /&gt;
# Multiply the amount by the tile's current vacuum percentage.&lt;br /&gt;
# Multiply the product by the difference between 1 and the pawn's vacuum resistance.&lt;br /&gt;
Expressed as a formula, the increase of severity every {{ticks|60}} is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in vacuum exposure severity = 0.02 * tile vacuum percentage * (1 - vacuum resistance)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vacuum exposure builds up extremely quickly in pawns without significant vacuum resistance. An unprotected pawn with no resistance will die in just {{ticks|3000}} of exposure to a complete vacuum, making even brief spacewalks a risky prospect.&lt;br /&gt;
&lt;br /&gt;
Pawns recover quickly from vacuum exposure while inside a pressurized area; severity will simply fall at a flat 10% per second until the condition disappears entirely. Affected pawns that reach 100% vacuum resistance while still exposed (such as by equipping a [[vacsuit]]) will keep their current level of exposure until they return to a pressurized tile, but its severity will not increase any further.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at&amp;lt;br/&amp;gt;severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || Initial ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || ≥15% ||&lt;br /&gt;
* {{Bad|-{{0}}5%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}5%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (mild)''' || ≥30% ||&lt;br /&gt;
* {{Bad|-10%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}8%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (moderate)''' || ≥50% ||&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || ≥85% ||&lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || 100% ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{| class = &amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin: auto;&amp;quot; width=100%&lt;br /&gt;
  |-&lt;br /&gt;
  !Graph&lt;br /&gt;
  |-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
  |width=940&lt;br /&gt;
  |height=600&lt;br /&gt;
  |type=line&lt;br /&gt;
  |legend=Legend&lt;br /&gt;
  |y1Title=No vacuum resistance [50s]&lt;br /&gt;
  |y2Title=Vacsuit chest only (32%) [73s]&lt;br /&gt;
  |y3Title= Vacuum resistant (45%) [90.9s]&lt;br /&gt;
  |y4Title=Vacsuit helmet only (69%) [161s]&lt;br /&gt;
  |y5Title= Vacskin Gland (85%) [5 min 33s]&lt;br /&gt;
  |y6Title=Full Recon armour (95%) [16min 40s]&lt;br /&gt;
  |y7Title=Full Marine armour (97%) [27min 46s]&lt;br /&gt;
  |y8Title=Full Cataphract armour (98%) [41.7min]&lt;br /&gt;
  |y9Title= Vacsuit helmet and any power armor (99%) [83.3min]&lt;br /&gt;
&lt;br /&gt;
  |x = 0,50,73.5,90.0,161.3,333.3,1000,1666.7,2500,5000&lt;br /&gt;
  |y1=0,100&lt;br /&gt;
  |y2=0,68.03,100&lt;br /&gt;
  |y3=0,55.56,81.67,100&lt;br /&gt;
  |y4=0,30.99,45.56,55.79,100&lt;br /&gt;
  |y5=0,15,22.05,27,48.4,100&lt;br /&gt;
  |y6=0,5,7.35,9,16.13,33.33,100&lt;br /&gt;
  |y7=0,3,4.41,5.40,9.68,20,60,100&lt;br /&gt;
  |y8=0,2,2.94,3.6,6.45,13.33,40,66.67,100&lt;br /&gt;
  |y9=0,1,1.47,1.8,3.23,6.67,20,33.33,50,100&lt;br /&gt;
  |xAxisTitle = Time (s)&lt;br /&gt;
  |yAxisTitle = Vacuum exposure (%)&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
Sterilizing a pregnant animal will not terminate the pregnancy.&lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Pawns can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy or IUD insertion.{{BiotechIcon}} It is currently unknown if there are other sources.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative [[liver]] disease caused by excessive [[alcohol]] consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the [[Organ harvesting|transplantation]] of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or [[glitterworld medicine]] to do so.&lt;br /&gt;
* Other than transplantation, only [[healer mech serum]] and [[unnatural healing]]{{AnomalyIcon}} can cure cirrhosis.&lt;br /&gt;
&lt;br /&gt;
Alcohol [[tolerance]] above '''45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Tolerance !! Average cirrhosis interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Cirrhosis (Days) | x = 49, 50, 100 | y =  250, 60, 45 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 60 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 45 Days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]] or via [[unnatural healing]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]],{{IdeologyIcon}} in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potentially still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Unnatural healing]]{{AnomalyIcon}} ability (or possibly through other means as well). It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Main|Bliss lobotomy}}&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty. Makes pawn incapable of cooking, construction, plant work, mining, crafting and intellectual. Can generate on [[horax cult|cultist]] raiders or be deliberately induced via a brain surgery at the cost of 2 medicine and 30 [[bioferrite|bioferrites]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is primarily determined by the cook's [[food poison chance]] stat, with the [[Cleanliness|cleanliness of the room]] where it was prepared also being a potential factor. &lt;br /&gt;
&lt;br /&gt;
[[Corpse]]s have a flat chance of 5% to give food poisoning. Other raw food has a flat chance in between 1% and 4% depending on the type of food — most raw food having a 2% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
&lt;br /&gt;
If food poisoning is applied when cooking a recipe that produces multiple items (such as 4×{{Icon Small|simple meal}} or 16×{{Icon Small|pemmican}}), every item cooked in that batch becomes poisoned.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; | '''0''' || style=&amp;quot;background-color:#F00000&amp;quot; | '''5.00%''' || rowspan=&amp;quot;10&amp;quot;| {{Graph:Chart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
Chance = ([[Cleanliness|Room Cleanliness]] + 2) * 0.05 / 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Capped between 0% and 5%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot; &lt;br /&gt;
| '''1''' || '''4.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| '''2''' || '''3.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| '''3''' || '''2.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| '''4''' || '''1.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| '''5''' || '''1.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| '''6''' || '''0.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| '''7''' || '''0.25%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| '''8''' || '''0.15%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| '''9-20''' || '''0.10%'''&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only be minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or by making [[Baby food]] or [[nutrient paste meal]]s as they will never cause food poisoning. Installing a [[sterilizing stomach|sterilizing]],{{RoyaltyIcon}} [[nuclear stomach]],{{RoyaltyIcon}} or [[fleshmass stomach]],{{AnomalyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} render pawns immune to contracting food poisoning. Note that [[bionic stomach]]s reduce the chance of getting food poisoning by 50% but cannot outright prevent it.&lt;br /&gt;
&lt;br /&gt;
The notification for a colonist being poisoned will explain the cause of the poisoning. This can be very helpful if an unattended kitchen was allowed to cross into the very dirty -2 cleanliness danger zone, as a nearby cleaner can simply be ordered to clean the kitchen and avoid more unnecessary poisoning.&lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before. [[Unnatural healing]]{{AnomalyIcon}} is the vastly more economical option, though it carries opportunity cost of the 6 day cooldown.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, which interrupts and resets the process of eating, combined with the reduction in eating speed, patients with food poisoning may be at risk of developing [[malnutrition]]. With the already impaired consciousness and moving capacity from the poisoning, stacking malnutrition on top of that could lead to a [[downed]] state, so it may be worth supervising poisoned pawns in case they need rescue. A diet of small unit foods such as [[pemmican]] will not mitigate this issue, as there is no concept of incremental eating - a pawn takes the same time to consume one pemmican as it takes to consume 18 pemmican, and if interrupted part way through, all the pemmican pieces remain uneaten.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
Primarily occurs with exposure to [[toxic fallout]], [[pollution]],{{BiotechIcon}} [[tox gas]],{{BiotechIcon}} and tox rain.{{OdysseyIcon}} Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]],{{RoyaltyIcon}} or [[venom fangs]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout and tox rain, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to toxic fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.{{Check Tag|Rate from tox rain?}}&lt;br /&gt;
&lt;br /&gt;
There are two stats that reduce toxic build up stats:&lt;br /&gt;
* All sources of toxic buildup are affected by the [[Toxic Resistance]] [[stat]]. [[Human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Some ways of increasing this stat are the [[detoxifier kidney]]{{BiotechIcon}} and [[tox resistance]] [[gene]].{{BiotechIcon}}&lt;br /&gt;
* [[Toxic Environment Resistance]] protects against all sources of buildup except for direct attacks like cobra bites. Some ways of increasing this stat are the [[face mask]], [[gas mask]],{{BiotechIcon}} and [[detoxifier lung]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Both stats reduce the amount of buildup received by the % of the stat, so 50% Toxic Resistance = 50% less build up. Toxic Resistance and Toxic Environment Resistance will multiplicatively stack with each other, so if a human has 50% in both stats, the effective rate of buildup from environmental sources is 25%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Pilot assistant]] {{OdysseyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}. While the condition is present, further EMP hits will reset the countdown, but won't lead to any stacking of symptoms.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC|Royalty]] and [[Odyssey DLC|Odyssey]] DLCs, it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[neural heat limit]]s when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Subcore softscanner}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]],{{RoyaltyIcon}} or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. Vomiting lasts a random duration from {{Ticks|300}} to {{Ticks|900}}, and every 150 interval ticks it reduces the pawn's food bar by 0.04 and generates 1 stack of [[vomit]] filth on the tile they're facing. Note that this interval tick occurs independently from the beginning of the vomiting duration, and as such the number of times it occurs may not be the simple division of the chose duration divided by 150. As such, between one fewer and one more interval may occur than the the division would indicate. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected early by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day. Progress can be paused through the use of a [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[healer mech serum]] as well as the [[unnatural healing]] ability so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable, short of destroying the colonist's brain then resurrecting them with either a [[resurrector mech serum]] or [[death refusal]]. However, consistently destroying the brain can be difficult. There are 5 main ways to achieve it:&lt;br /&gt;
* With the [[Biotech DLC]], ordering a colonist into a loaded [[Subcore ripscanner]] will always cause total brain destruction.&lt;br /&gt;
* With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will destroy its head reliably and safely.&lt;br /&gt;
* Fatal [[Luciferium]] withdrawal kills via brain death.&lt;br /&gt;
* Allow colonists or animals to eat sections of the corpse, risking consuming the entire body before the head is removed.&lt;br /&gt;
&lt;br /&gt;
Furthermore, no matter how successful the head removal, the costs and downsides of the either the serum or refusal remain. If this strategy is used, remember not to euthanize them or they will be no longer of your faction after resurrection.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, [[Ghoul|ghoul infusion]] will not cure crumbling mind and it will hinder ghoul's combat abilities. [[Chronophagy]] healing is also useless against crumbling mind.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x75%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable of work types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Duplicate sickness ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse. However, the condition will not be lethal.&lt;br /&gt;
&lt;br /&gt;
Duplicate sickness is one of the potential outcomes from the duplication of a pawn by a [[corrupted obelisk]]. It affects both the original pawn and the duplicate{{Check Tag|Wb other duplicates?|Test both a previous duplicate (i.e. use obelisk gizmo, wait cooldown use again) and mass cloning (i.e. when 30 pawns spawn when it reaches max activity}} and is initially hidden. Severity increases by 10% per day that both pawns are alive. A pawn in [[cryptosleep]] will not gain severity, but being in cryptosleep will ''not'' prevent the other copy of the pawn from gaining severity. This gradually reduces the consciousness of both pawns and makes them more likely to have [[mental breaks]], before eventually rendering both comatose. &lt;br /&gt;
&lt;br /&gt;
It cannot be treated,{{Check Tag|Verify}} but can be cured by one of three methods: [[healer mech serum]], the [[unnatural healing]] ability, or the death of one of the two pawns. &lt;br /&gt;
&lt;br /&gt;
If one of the two connected pawns is killed, the other's duplication sickness severity immediately starts regressing at the rate of 50% per day, while the killed pawn's duplication sickness is instantly cured. The killed pawn can then be immediately resurrected with a [[resurrector mech serum]] or [[death refusal]] without stopping the regression of the other pawn's sickness. Similarly, if one of the linked pawns is turned into a [[ghoul]], killed, and revived with a [[ghoul resurrection serum]], the same mechanics apply.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || Initial ||&lt;br /&gt;
* No symptoms, condition not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || ≥20% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|5%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (moderate)''' || ≥50% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|10%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (extreme)''' || ≥80% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|15%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|14%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (debilitating)''' || ≥95% severity ||&lt;br /&gt;
* [[Consciousness]] Max: {{Bad|10%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. It can be cured by [[healer mech serum]] or [[unnatural healing]],{{AnomalyIcon}} alternatively resurrection can be attempted again via another [[resurrector mech serum]] or [[death refusal]].{{AnomalyIcon}} It is otherwise uncurable. A [[cryosleep casket]] can sustain the pawn in order to wait for a cure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be 2 or more colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-60% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 60-80% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 80-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 70% of life expectancy (i.e. 56 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 90% of life expectancy (i.e. 72 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity.  Each interval the heart attack severity will randomly change by a value between {{---|40%}} to {{++|60%}}. This means that it is possible for a heart attack to recover on its own, but usually (~76% likelihood){{Check Tag|Detail needed|How is this calculated??}} an untreated heart attack progresses to fatal severity. The interval between changes is random, and varies between {{Ticks|500}} and {{Ticks|10000}}.&amp;lt;!-- 5000 x Rand.Range(0.1, 2.0) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by {{---|30%}}. Successfully reducing severity below 0% will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The chance a particular treatment can succeed is 65% multiplied by the [[tend quality]], for an effective maximum of 84.5% with [[glitterworld medicine]].&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Vacuum exposure implemented with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Stomach_Comparison_Table&amp;diff=180558</id>
		<title>Template:Stomach Comparison Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Stomach_Comparison_Table&amp;diff=180558"/>
		<updated>2026-05-21T02:28:41Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: add entry for missing stomach, consistent with the tables for lungs, eyes, etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;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_17 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Stomach&lt;br /&gt;
! Cost&lt;br /&gt;
! [[Digestion]]&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Hunger Rate&lt;br /&gt;
! [[Food poisoning]]&lt;br /&gt;
! [[Gut Worms]]&lt;br /&gt;
! [[EMP]]&amp;lt;br&amp;gt;vulnerability&lt;br /&gt;
! Side effects&lt;br /&gt;
! Market Value&lt;br /&gt;
|-&lt;br /&gt;
! No stomach {{RimworldIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.5x&lt;br /&gt;
| 1x&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Check}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| data-sort-value=&amp;quot;0&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! Organic stomach {{RimworldIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 1x&lt;br /&gt;
| 1x&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| data-sort-value=&amp;quot;0&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Bionic stomach]] {{RimworldIcon}}&lt;br /&gt;
| {{Required Resources|Bionic stomach|sep=+|simple=1}}&lt;br /&gt;
| 1.125x&lt;br /&gt;
| 1x&lt;br /&gt;
| data-sort-value=&amp;quot;0.5&amp;quot; |{{Good|x50%}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{Q|Bionic stomach|Market Value Base}}&amp;quot; | {{Icon Small|Silver}} {{Q|Bionic stomach|Market Value Base}} &lt;br /&gt;
|-&lt;br /&gt;
! [[Sterilizing stomach]] {{RoyaltyIcon}}&lt;br /&gt;
| {{Required Resources|Detoxifier stomach|sep=+|simple=1}}&lt;br /&gt;
| 1.125x&lt;br /&gt;
| 1x&lt;br /&gt;
| data-sort-value=&amp;quot;0&amp;quot; | {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{Q|Detoxifier stomach|Market Value Base}}&amp;quot; | {{Icon Small|Silver}} {{Q|Detoxifier stomach|Market Value Base}} &lt;br /&gt;
|-&lt;br /&gt;
! [[Reprocessor stomach]] {{RoyaltyIcon}}&lt;br /&gt;
| {{Required Resources|Reprocessor stomach|sep=+|simple=1}}&lt;br /&gt;
| 1.125x&lt;br /&gt;
| 0.75x&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{Q|Reprocessor stomach|Market Value Base}}&amp;quot; | {{Icon Small|Silver}} {{Q|Reprocessor stomach|Market Value Base}} &lt;br /&gt;
|-&lt;br /&gt;
! [[Nuclear stomach]] {{RoyaltyIcon}}&lt;br /&gt;
| {{Required Resources|Nuclear stomach|sep=+|simple=1}}&lt;br /&gt;
| 1.125x&lt;br /&gt;
| 0.25x&lt;br /&gt;
| data-sort-value=&amp;quot;0&amp;quot; | {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| [[Carcinoma]]&lt;br /&gt;
| data-sort-value=&amp;quot;{{Q|Nuclear stomach|Market Value Base}}&amp;quot; | {{Icon Small|Silver}} {{Q|Nuclear stomach|Market Value Base}} &lt;br /&gt;
|-&lt;br /&gt;
! [[Fleshmass stomach]] {{AnomalyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 1x&lt;br /&gt;
| 1x&lt;br /&gt;
| data-sort-value=&amp;quot;0&amp;quot; | {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{++|8%}} [[Pain]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=180557</id>
		<title>Gut worms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=180557"/>
		<updated>2026-05-21T02:23:43Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Prevention */ missing stomach&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Main|Gut worms}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{{Quote|Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger.|Description}}'''Gut worms''' are a parasitic [[disease]] that infects the [[Human#Stomach|stomach]], causing pain and nausea and doubling the host's hunger rate.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[Hunger Rate Factor]]: {{++|100%}}&lt;br /&gt;
* [[Pain]]: {{++|20%}}&lt;br /&gt;
* Vomiting ({{MTB}} of 1 day)&lt;br /&gt;
* {{Thought|desc=I don't feel very well.|label=sick|value=-5}}, stacking with any mood effect from the pain.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Gut Worms do not increase in severity over time, nor are they cured over time. Direct and quality treatment is the primary way to cure it.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Gut Worms will be cured when the treatments performed on it reach a cumulative [[tend quality]] of 300%, thus it is important to maximize the [[medical tend quality]] of the doctor performing the tending and the quality of the medicine used. It takes 48 ingame hours (2 days, or {{ticks|120000}}) between each treatment. For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%, or 1 at 130% plus 2 at 85%.&lt;br /&gt;
&lt;br /&gt;
=== Other treatments ===&lt;br /&gt;
* Administer [[healer mech serum]], or use [[unnatural healing]]{{AnomalyIcon}} - instantly treats the disease&lt;br /&gt;
* Install a [[bionic stomach]] (or other stomach replacements{{RoyaltyIcon}})&lt;br /&gt;
* Use the [[medic cycle]] of the [[Biosculpter pod]]{{IdeologyIcon}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
The [[perfect immunity]] gene{{BiotechIcon}} will prevent the acquisition of this disease, but will not cure pre-existing conditions present at the time of implantation. Having any form of [[Artificial_body_parts#Stomach|artificial stomach]] completely cures and prevents any gut worm infections.&lt;br /&gt;
If the stomach is missing entirely, gut worm infections cannot occur. If an organic stomach with a gut worms infection is destroyed by any means, the infection will disappear.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Frequently when Gut Worms strike a colony, several members will be affected at once. With multiple colonists vomiting, the base can quickly become very dirty. If this happens in the kitchen, the risk of [[food poisoning]] increases, risking further vomiting. If vomiting occurs while a pawn is eating a meal, the eating process is cancelled, and the pawn will have to start over after vomiting. &lt;br /&gt;
&lt;br /&gt;
If already malnourished when Gut Worms (or Food Poisoning) strike, this can be a real problem, as things can spiral out of control, and the malnutrition severity can progress, even while seated at the dinner table actively trying to eat a meal.&lt;br /&gt;
&lt;br /&gt;
As with many other things in [[RimWorld]], if Gut Worms are not managed well, minor problems can snowball into mental breaks, downing, death and loss of the entire colony. Preventative installation of a few bionic stomachs, especially in the main cook, is one possible strategy to help prevent future outbreaks of Gut Worms from dominoing out of control.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Gut worms no longer always required 5 treatments regardless of quality, and instead is based on cumulative treatment quality.&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=180556</id>
		<title>Gut worms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=180556"/>
		<updated>2026-05-21T02:01:26Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Analysis */ remove the pemmican strategy as it does not work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Main|Gut worms}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{{Quote|Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger.|Description}}'''Gut worms''' are a parasitic [[disease]] that infects the [[Human#Stomach|stomach]], causing pain and nausea and doubling the host's hunger rate.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[Hunger Rate Factor]]: {{++|100%}}&lt;br /&gt;
* [[Pain]]: {{++|20%}}&lt;br /&gt;
* Vomiting ({{MTB}} of 1 day)&lt;br /&gt;
* {{Thought|desc=I don't feel very well.|label=sick|value=-5}}, stacking with any mood effect from the pain.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Gut Worms do not increase in severity over time, nor are they cured over time. Direct and quality treatment is the primary way to cure it.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Gut Worms will be cured when the treatments performed on it reach a cumulative [[tend quality]] of 300%, thus it is important to maximize the [[medical tend quality]] of the doctor performing the tending and the quality of the medicine used. It takes 48 ingame hours (2 days, or {{ticks|120000}}) between each treatment. For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%, or 1 at 130% plus 2 at 85%.&lt;br /&gt;
&lt;br /&gt;
=== Other treatments ===&lt;br /&gt;
* Administer [[healer mech serum]], or use [[unnatural healing]]{{AnomalyIcon}} - instantly treats the disease&lt;br /&gt;
* Install a [[bionic stomach]] (or other stomach replacements{{RoyaltyIcon}})&lt;br /&gt;
* Use the [[medic cycle]] of the [[Biosculpter pod]]{{IdeologyIcon}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
The [[perfect immunity]] gene{{BiotechIcon}} will prevent the acquisition of this disease, but will not cure pre-existing conditions present at the time of implantation. Having any form of [[Artificial_body_parts#Stomach|artificial stomach]] completely cures and prevents any gut worm infections.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Frequently when Gut Worms strike a colony, several members will be affected at once. With multiple colonists vomiting, the base can quickly become very dirty. If this happens in the kitchen, the risk of [[food poisoning]] increases, risking further vomiting. If vomiting occurs while a pawn is eating a meal, the eating process is cancelled, and the pawn will have to start over after vomiting. &lt;br /&gt;
&lt;br /&gt;
If already malnourished when Gut Worms (or Food Poisoning) strike, this can be a real problem, as things can spiral out of control, and the malnutrition severity can progress, even while seated at the dinner table actively trying to eat a meal.&lt;br /&gt;
&lt;br /&gt;
As with many other things in [[RimWorld]], if Gut Worms are not managed well, minor problems can snowball into mental breaks, downing, death and loss of the entire colony. Preventative installation of a few bionic stomachs, especially in the main cook, is one possible strategy to help prevent future outbreaks of Gut Worms from dominoing out of control.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Gut worms no longer always required 5 treatments regardless of quality, and instead is based on cumulative treatment quality.&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deathrest&amp;diff=180555</id>
		<title>Deathrest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deathrest&amp;diff=180555"/>
		<updated>2026-05-20T23:07:26Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Analysis */ Apparel and inventory&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Needs to be turned into something equivlaent to the need pages with similar depth in mechanics, times to thresholds etc}}&lt;br /&gt;
'''Deathrest''' is a near-catatonic state that pawns with the [[Deathrest (gene)|Deathrest]] gene, such as [[Sanguophages]], can go through to avoid devastating penalties.&lt;br /&gt;
&lt;br /&gt;
== Deathrest need ==&lt;br /&gt;
Only pawns with the [[Deathrest (gene)|Deathrest]] gene, such as Sanguophages, are able to deathrest. For pawns with this gene, the need for deathrest falls by 3.3% every day, to a minimum of 0%. This means that a pawn would need to rest every 30 days to avoid exhaustion, assuming the pawn rests until 100% of the need is filled. If the need is at 0%, pawns will gain the ''Deathrest exhaustion'' status with the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|50% Max}}&lt;br /&gt;
* [[Psychic Sensitivity]]: {{--|100}}%, &lt;br /&gt;
* {{Thought|desc=The casket calls and I fall weary. The world's pall makes all so dreary. I need to deathrest.|label=Deathrest exhaustion|value=-12|stack=1}}&lt;br /&gt;
&lt;br /&gt;
Deathresting in a [[bed]] or other [[sleep furniture]] will fill the Deathrest need by 20% per day, and a pawn requires a minimum of 4 days of deathrest to avoid penalties. This means that a pawn woken up immediately after the minimum time will gain 80% need per deathrest period. The ''Deathrest Effectiveness'' stat, which can be increased by [[deathrest casket]]s and [[deathrest accelerator]]s, will multiply the deathrest gain and reduce the minimum time by a proportional amount. Regardless of building used, waking up immediately still results in a gain of 80% need per period.&lt;br /&gt;
&lt;br /&gt;
===Deathless===&lt;br /&gt;
A pawn that has both the deathrest and [[Deathless]] gene, including Sanguophages, will go into compulsed deathrest if they would have otherwise died without deathless.  While the pawn is hosting lethal injuries, the actual deathrest need, along with deathrest progress, will not increase. &lt;br /&gt;
&lt;br /&gt;
Going into deathrest is shorter than the regenerative coma, which lasts for 7 days and the time to heal from regular lethality. Deathless itself can restore the torso, but no other body parts, including vital ones like the [[heart]], deathrest does not impact this.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1|reason= Deathrest moodlets}}&lt;br /&gt;
Deathresting can be done on any [[sleep furniture]], including sleeping spots, or in a [[deathrest casket]]. Whatever is used must be in a [[roof]]ed space. Forced deathrest from being deathless has no restrictions. Going into deathrest sets [[Consciousness]] to a maximum of 10% and freezes most needs, including the need for Hemogen, though both rest and deathrest will rise. [[Certainty]]{{IdeologyIcon}} and a [[child]]'s growth points are also frozen.&lt;br /&gt;
&lt;br /&gt;
Pawns must rest for a default of 4 game days to avoid penalties, regardless of their actual deathrest need. A deathrest casket, connected to power, accelerates this to 3.6 days ({{+|10%}} faster), while a [[deathrest accelerator]] speeds it up further (2.5 days with 2 accelerators). They can wake up instantly on command, but waking up too early gives the ''Interrupted deathrest'' status with the following effects for 5 days:&lt;br /&gt;
* [[Consciousness]]: {{Bad|x80%}}&lt;br /&gt;
* [[Moving]]: {{Bad|x90%}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x90%}}&lt;br /&gt;
&lt;br /&gt;
Entering deathrest causes any dedicated buildings, including the casket, to be permanently bound to the applicable pawn. If there is no occupant, there are no penalties for deconstructing or destroying bound buildings, past general resource loss. Buildings will still be bound if unpowered or constructed later during the deathrest.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Deathrest can be improved by various buildings placed near a casket. Once used, these buildings will permanently bind to the rester. If the deathrest is interrupted, any bonuses will not apply. Similarly, the bonuses are removed if the deathrest gene is removed.&lt;br /&gt;
&lt;br /&gt;
*[[Hemopump]]: Increases [[hemogen]] storage capacity by {{+|25}} until the next deathrest. (No maximum)&lt;br /&gt;
*[[Hemogen amplifier]]: Increases [[hemogen]] gain by {{+|25%}} until the next deathrest. (No maximum)&lt;br /&gt;
*[[Glucosoid pump]]: Increases pawn [[move speed]] by {{+|12%}} until the next deathrest. (Maximum of 4)&lt;br /&gt;
*[[Psychofluid pump]]: Increases [[Psychic Sensitivity]] by {{+|25%}}, [[psyfocus]] {{RoyaltyIcon}} gain from meditation ({{+|5%}} focus/day) and neural heat recovery rate {{RoyaltyIcon}} ({{+|0.05}} heat/second). {{Check Tag|Psylink lvl?|Does this rate scale with psylink level like the stat offsets from eltex equipment?}} (Maximum of 4)&lt;br /&gt;
*[[Deathrest accelerator]]: Speeds deathrest by {{+|20%}}. With 1 accelerator, it lasts for 3 days, and with 2 accelerators, it lasts for 2.5 days. (Maximum of 2)&lt;br /&gt;
&lt;br /&gt;
Each pawn has a building limit, where only a certain amount of buildings may apply at once. Pawns start with a limit of only 1 building, which can be increased with a [[deathrest capacity serum]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Situations where deathrest can be utilised to the player's advantage, similar to cryptosleep and biosculpter pods.}}&lt;br /&gt;
&lt;br /&gt;
=== Apparel and inventory ===&lt;br /&gt;
&lt;br /&gt;
While deathresting, worn apparel still undergoes regular [[Apparel#Durability|deterioration]], so before starting deathrest it may be worth unequipping any valuable gear to preserve it. However the temperature inside the deathrest chamber should be kept in mind if resting naked (or with poorly-insulated clothing), as this could leave the pawn vulnerable to [[hypothermia]] and/or [[heatstroke]].&lt;br /&gt;
&lt;br /&gt;
Aside from apparel, check whether the pawn is holding/wielding any other items, as it is not possible to drop/unequip items during deathrest. For example if a powerful weapon is held while deathresting, this could place the rest of the colony at a disadvantage by making that weapon unavailable.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] - Introduced.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Deathrest bonuses are not removed if deathrest gene is removed.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Destroyed pawns can cause issues with deathrest building inspect strings.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Pawns gain certainty during deathrest. Fix: Growth points are gained during deathrest when learning need is frozen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Status Level]]&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Passenger_shuttle&amp;diff=180549</id>
		<title>Passenger shuttle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Passenger_shuttle&amp;diff=180549"/>
		<updated>2026-05-19T04:03:59Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Launch requirements */ solar flares and EMI fields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{About|the player-built vehicle|the NPC-faction vehicle|imperial shuttle}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Passenger shuttle&lt;br /&gt;
| image = PassengerShuttle_east.png&lt;br /&gt;
| description = A chemfuel-powered shuttle designed for long-distance travel. It is capable of reaching orbital locations.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = &lt;br /&gt;
| hp = 600&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| rotatable = yes&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| mass base = 125&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 ˣ 5&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| comfort = 0.65&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| paintable = true&lt;br /&gt;
| deconstruct yield = {{Icon Small|Steel||125}} + {{Icon Small|Plasteel||75}} + {{Icon Small|Component||3}} + {{Icon Small|Shuttle engine||1}}&lt;br /&gt;
| destroyyield = {{Icon Small|Steel slag chunk||4}} + {{Icon Small|Steel||50}} + {{Icon Small|Plasteel||50}} + {{Icon Small|Component||3}} + {{Icon Small|Shuttle engine||1}}&lt;br /&gt;
&amp;lt;!-- Fuel --&amp;gt;&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 400.0&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Shuttle&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 36000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 250&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 150&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| resource 4 = Shuttle engine&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName PassengerShuttle&lt;br /&gt;
| tickerType = &lt;br /&gt;
| drawerType = &lt;br /&gt;
| designationCategory = &lt;br /&gt;
| castEdgeShadows = &lt;br /&gt;
| uiOrder = &lt;br /&gt;
| expandHomeArea = &lt;br /&gt;
| buildingTags = &lt;br /&gt;
| externalTicking = &lt;br /&gt;
| showAllowAutoRefuelToggle = &lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = &lt;br /&gt;
| claimable = &lt;br /&gt;
| lowPowerConsumptionFactor = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
'''Passenger shuttles''' are reusable transportation vehicles used to carry [[pawn]]s and/or items across the world map, and to locations in [[orbit]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image Wanted|section=1|reason=Gizmos}}&lt;br /&gt;
&lt;br /&gt;
Passenger shuttles can be launched to transport all of its contents to a different location on its current map, or on a different world tile up to 62 tiles away. This can be done by selecting the Launch gizmo on the shuttle building itself or on a [[caravan]] containing a shuttle, provided nothing is restricting it.&lt;br /&gt;
&lt;br /&gt;
=== Launch requirements ===&lt;br /&gt;
Each passenger shuttle can hold 500 kg of items or pawns. Items equipped and carried by pawns count towards this weight. For comparison, an adult [[human]] weighs {{Q|Human|Mass - Adult}} kg before equipment.&lt;br /&gt;
&lt;br /&gt;
Passenger shuttles can travel up to 62 tiles away. A launch consumes {{Icon Small|Chemfuel||3}} [[chemfuel]] per tile with a minimum of {{Icon Small|Chemfuel||50}} [[chemfuel]] for flights of 16 tiles or less.{{Check Tag|Orbit?|Are there extra fuel costs for traveling from surfance to orbit}} A shuttle can be refueled with {{Icon Small|Chemfuel}} [[chemfuel]] stored in its cargo hold, increasing its effective range with sequential launches.&lt;br /&gt;
&lt;br /&gt;
A passenger shuttle requires a conscious pilot with a minimum [[piloting ability]] of 10%, which is easily achieved by any pawn that isn't missing their eyes and is capable of intellectual.{{Check Tag|Detail needed|Does piloting ability affect anything else besides needing to pass the 10% number? If yes, specify. If not, explicitly state that it affects nothing else}}&lt;br /&gt;
&lt;br /&gt;
Shuttles cannot be launched during a blizzard, blind fog, or sandstorm.{{Check Tag|Other weather?|Does any other weather affect take off?}} Shuttles also cannot launch during a [[solar flare]], however they are not affected by [[EMI dynamo|EMI fields]]{{RoyaltyIcon}}. Shuttles cannot be launched with a roof built above them.&lt;br /&gt;
&lt;br /&gt;
After landing, the shuttle requires a {{Ticks|3750}} cooldown before it can be launched again.&lt;br /&gt;
&lt;br /&gt;
=== Launch targets ===&lt;br /&gt;
If the selected tile's map is currently loaded, the player will be prompted to choose the exact location of where the passenger shuttle lands. It is possible to land on [[roof]]ed tiles, but this will cause a roof collapse, damaging things underneath. It cannot land on [[rock roof (thin)]] or [[overhead mountain]], on unwalkable terrain, or on furniture that would block its landing.&lt;br /&gt;
&lt;br /&gt;
If landing on a non-hostile [[faction base]], it is possible to choose to trade or attack it. Hostile faction bases can only be attacked; gifts cannot be offered directly via shuttle. If landing on an unloaded quest tile, there is the option to land on edge or center, similar to [[transport pod]]s.&lt;br /&gt;
&lt;br /&gt;
Landing on an empty tile will create a [[caravan]], but caravans containing a shuttle will be unable to move by foot even if there is enough carrying capacity. Landing on a tile containing a caravan will not automatically merge the two, but merging can be done after the shuttle lands.&lt;br /&gt;
&lt;br /&gt;
=== Loading ===&lt;br /&gt;
The Set to Load gizmo will allow the player to designate which items and pawns will be loaded onto the shuttle. When items are selected, haulers will immediately proceed to load the pods. If a colonist is part of the load, that colonist will prioritize loading the pod, even if they are otherwise incapable of hauling, identically to a [[transport pod]]. Pawns can be manually selected to enter the shuttle by selecting the colonist, right clicking the shuttle, and selecting &amp;quot;Get in shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If automatic refuel is turned on, chemfuel will automatically be loaded onto the passenger shuttle as [[Hauling]] work.&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
A shuttle can't be carried around as an item, with one exception: the [[Farskip]] [[psycast]]{{RoyaltyIcon}} can teleport a shuttle-equipped caravan if the pawns present can support the 125-kg weight of the shuttle plus any other items. The shuttle will be unloaded at the destination like any other item brought in by a caravan, it can also be manually dropped at a desired location from a drafted pawn's inventory.&lt;br /&gt;
&lt;br /&gt;
A caravan cannot contain two shuttles. If two caravans both have shuttles and attempt to merge, one shuttle will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Passenger shuttles are a fast, flexible, and powerful late-game transportation option that can completely negate the need to form traditional caravans. With a 500kg weight limit a shuttle is generally limited to carrying six human pawns at a time.&lt;br /&gt;
&lt;br /&gt;
=== Compared to transport pods ===&lt;br /&gt;
Unlike [[transport pod]]s, shuttles are reusable, avoiding the {{Required Resources|Transport pod}} per trip cost, carry 500kg of weight instead of 150kg per pod, and are capable of making round trips. Shuttles do cost more chemfuel and have a minimum chemfuel cost of 50, but the chemfuel will most likely be easier to acquire/make than steel and components. Also, for heavy loads, one shuttle will carry more weight and use less fuel than three transport pods. Shuttles require more research and resources (including a [[shuttle engine]], uncommon without [[Royalty]] or [[Biotech]]), but are more efficient for most purposes once built.&lt;br /&gt;
&lt;br /&gt;
Transport pods do have a niche for &amp;quot;doom dropping&amp;quot; - i.e., dropping pods on your own tile - as the shuttle is likely to be destroyed when landing near enemies. Pods also has a niche for gifting items to other factions, as the shuttle's chemfuel cost is effectively doubled for that purpose. In addition, shuttles cannot be used to gift items to hostile factions while pods can.&lt;br /&gt;
&lt;br /&gt;
=== Compared to imperial shuttles ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Imperial shuttles are only available to [[noble]]s of Knight rank or higher with the appropriate [[permit]]. Passenger shuttles only carry a quarter (500 kg) of the weight of an imperial shuttle&lt;br /&gt;
(2,000 kg), but an imperial shuttle can only be used for one trip per permit holder before requiring either a 40-day cooldown or spending 8 [[honor]], making rapid round trips require either two nobles or spending honor worth {{Icon Small|Gold||{{#expr:8/0.015 round 0}}}} [[gold]]. Imperial shuttles can be launched up to 70 tiles away compared to the 62 tiles of the passenger shuttle. The permit also cannot be used while hostile to the [[Empire]].&lt;br /&gt;
&lt;br /&gt;
Typically this places the imperial shuttle as an incredibly useful option in the early game if nobles can be ranked up quickly while the passenger shuttle cannot be produced, but one that significantly decreases in utility once the competition is available. This also means the opportunity cost of spending a permit point of the shuttle versus the other permit options must also be considered. However, unlike transport pods which are often entirely replaced, the shuttle permit offers flexibility that is often useful unless a tremendous fleet of shuttles is available. &lt;br /&gt;
&lt;br /&gt;
=== Maximum carry amounts ===&lt;br /&gt;
In practice these amounts don't account for the weight of a pilot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Cargo !! Maximum Amount Carried&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || 62,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]], [[Smokeleaf joint]]s, and [[Flake]] || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || 1,250&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]] || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 2,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PassengerShuttle_east.png|Facing east&lt;br /&gt;
File:PassengerShuttle_north.png|Facing north&lt;br /&gt;
File:PassengerShuttle_south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Player shuttles could be lost in water when landing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Shuttles are no longer blocked from landing on items and no longer destroy more roof than they need to when landing. &lt;br /&gt;
** Fix: Player shuttle could be lost if settling/camping on map with not much land.&lt;br /&gt;
** Fix: Out of bounds error trying to determine shuttle landing position when few options are possible.&lt;br /&gt;
** Fix: Shuttle load list getting reset after launching.&lt;br /&gt;
** Fix: Several issues with shuttle and transport pod range calculations.&lt;br /&gt;
** Fix: Was possible for shuttles to get lost in specific set ups when merging two caravans.&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pollution&amp;diff=180499</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pollution&amp;diff=180499"/>
		<updated>2026-05-18T02:57:07Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* On the World Map */ sea ice pollution factor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers specifically to map pollution caused by the spread of ''toxic'' pollution, which generally results from the use of [[toxifier generator]]s or the decay of [[toxic wastepack]]s, which are generally produced via the recharging of [[allied mechanoid|friendly mechanoid]]s. Using [[wood-fired generator]]s or [[chemfuel generator]]s does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
== Creation and spread ==&lt;br /&gt;
==== Within colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Hexes on the world map can be polluted on world generation or by player action.&lt;br /&gt;
&lt;br /&gt;
Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in  splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per wastepack dumped, or 1.3% per full transport pod - with the exception of [[sea ice]] tiles where the rate is 0.4% per wastepack dumped. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement('''relationship penalty'''='''Number of wastepacks''' * '''distance coefficient'''|The distance coefficient represents the impact of the distance from the waste pod drop location to the faction position on the relationship penalty. The coefficients are as follows: 100% for 0 tiles, 50% for 1 tile, 20% for 2-4 tiles, 10% for 5-7 tiles, and 6.67% for 8-16 tiles ). Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you(Probability = '''relationship penalty'''%).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects, missing plants that can occur}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely: &lt;br /&gt;
* [[Toxipotato plant]]s;&lt;br /&gt;
* [[Devilstrand]];&lt;br /&gt;
* [[Psychoid plant]]s; and&lt;br /&gt;
* [[Gray pine tree]]s&lt;br /&gt;
&lt;br /&gt;
Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] while standing or walking on these tiles at a rate of 40% severity per day.&lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Total antitoxic lungs]], [[Tox immunity]] or [[Breathless]]{{OdysseyIcon}} genes, having any installed [[Detoxifier lung|Detoxifier]] or [[Fleshmass lung]]s or having 100% [[Toxic Environment Resistance]] / [[Toxic Resistance]] renders immunity to the acidic smog moodlet. [[Partial antitoxic lungs]] / [[Tox resistance]] genes do not resist the acidic smog moodlet.&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Pollution stimulus (gene)|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of them.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Pollution stimulus (gene)|Pollution stimulus]] gene are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
== Pollution mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution using a [[Zone/Area#Pollution removal area|Pollution removal area]].&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestige robe]] ({{+|20}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
&lt;br /&gt;
Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Several issues with pollution clearing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=180498</id>
		<title>Toxic wastepack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=180498"/>
		<updated>2026-05-18T02:53:02Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Pollution */ sea ice pollution factor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=1) 1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all 2) Type }}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Toxic wastepack&lt;br /&gt;
| image = Wastepack_a.png&lt;br /&gt;
| type = &lt;br /&gt;
| tech level = &lt;br /&gt;
| description = A compacted package of toxic waste that will slowly dissolve if not frozen. The surface is heat-sealed for safe transport. Wastepacks will pollute the surrounding terrain if they dissolve, deteriorate, or are otherwise destroyed. Toxic wastepacks are flammable. If burned or damaged, they will release tox gas.&lt;br /&gt;
| mass base = 6&lt;br /&gt;
| stack limit = 5 &lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -40&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| deterioration = 4&lt;br /&gt;
| marketvalue  = 0&lt;br /&gt;
| defName = Wastepack&lt;br /&gt;
| thingCategories = ItemsMisc&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
'''Toxic wastepacks''' are waste products created by mech-related buildings or the cleanup of [[polluted]] tiles.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[Pollution pump]]s and pawns manually cleaning [[pollution]] on the ground will generate wastepacks, at a rate of 1 wastepack per 6 polluted tiles. Wastepacks may also be dropped into your colony as part of a [[Quests#Wastepack_Dumping|quest]].&lt;br /&gt;
&lt;br /&gt;
===Mechanoid Recharging and Gestation===&lt;br /&gt;
Toxic wastepacks are produced when [[friendly mechanoids]] utilize [[mech recharger]]s or [[large mech recharger]]s, or whenever a [[mech gestator]] or [[large mech gestator]] finishes gestating one. The amount of wastepacks produced is proportional to the Bandwidth of the mech recharged or gestated.&lt;br /&gt;
{{Mech Bandwidth}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Up to 5 toxic wastepacks can fit into 1 tile, and they do not fit on [[shelf|shelves]]. &lt;br /&gt;
&lt;br /&gt;
===Pollution===&lt;br /&gt;
When a wastepack is destroyed in any fashion, they will [[pollution|pollute]] 6 ground tiles of a colony, per wastepack. A full stack of 5 wastepacks pollutes 30 tiles. This pollution can spread through constructed [[wall]]s, but will not bypass natural stone walls.&lt;br /&gt;
&lt;br /&gt;
When burned or damaged, wastepacks release [[tox gas]], in addition to the pollution.&lt;br /&gt;
&lt;br /&gt;
When dumped from a [[caravan]], a caravan that is carrying them is destroyed, or sent via unmanned [[transport pod]], wastepacks will lower the [[goodwill]] of whatever faction has a faction base closest to the tile the wastepacks were dumped at, regardless of how far away that base is. The goodwill loss is proportional to the amount of waste dumped and its proximity to any nearby faction bases, ranging from {{--|1}} goodwill for just a few packs nearby up to {{--|60}} or more for multiple filled pods dumped directly on a base. Each wastepack dumped on the world map immediately raises the world tile's pollution by 0.05%, requiring 2000 wastepacks to completely pollute a tile from 0% to 100%. [[Sea ice]] tiles are an exception, where each wastepack raises pollution by 0.4%.&lt;br /&gt;
&lt;br /&gt;
If dumped in [[Orbit]],{{OdysseyIcon}} wastepacks use the same proximity calculations as they do on the ground except that as the [[Traders guild]] is the only faction in orbit, they will always be the faction angered. Wastepacks dumped in orbit also will not result in tile pollution or affect the planet below.&lt;br /&gt;
&lt;br /&gt;
If the angered faction is hostile (including those made hostile by the wastepack dump), they may decide to retaliate. The percentage probability of retaliation is equal to the goodwill lost by the wastepack dump. Factions (except [[tribes]]) may retaliate by dropping wastepacks back at you, and hostile factions of any kind may send a [[raid]] in response to your &amp;quot;gifts&amp;quot;. Factions will randomly select (with equal probability) between the available responses, and the response will arrive after a random delay of one to three days. Multiple wastepack pod salvos done in short succession may result in back-to-back or even simultaneous raids. Both forms of retaliation are announced upon arrival with a &amp;quot;Pollution retaliation&amp;quot; letter.&lt;br /&gt;
&lt;br /&gt;
===Dissolving===&lt;br /&gt;
1 wastepack per stack will dissolve every 8 days, with the following factors:&lt;br /&gt;
* 0.5x if indoors.&lt;br /&gt;
* 2x if in [[Weather|rain]] and outdoors, even if [[roof]]ed.&lt;br /&gt;
* 0x if {{Temperature|0}} or lower. Any temperature above freezing point will not slow the dissolving of the wastepack.&lt;br /&gt;
&lt;br /&gt;
The packs also deteriorate in the same way as all other items. As an example, 5 Toxic wastepacks left out in the rain will dissolve 1 wastepack after 4 days and deteriorate the rest over the course of the next day or so as they lose HP at a rate of 20 per day outside in the rain. This means that even if temperature is below freezing when left outside or unroofed, a wastepack will slowly lose HP and eventually be destroyed, releasing the pollution inside. Unlike most other items, deterioration leaves behind the pollution inside rather than deleting the item altogether.&lt;br /&gt;
&lt;br /&gt;
===Gravship===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Unique to wastepacks, [[Gravship]]s cannot land on tiles occupied by them. When a wastepack dissolves on a tile occupied by a gravship hull the pollution will remain on the underlying and not within the gravship.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
===Storage===&lt;br /&gt;
A 7x7 room holds 245 wastepacks, and can be cooled by a single [[cooler]] in a double-walled room, and is effective up to an outside temperature of {{Temperature|41}}. 245 wastepacks are enough storage:&lt;br /&gt;
* To constantly run 8 [[bandwidth]] worth of [[mechanoids]] for 1 entire year, 4 bandwidth of mechs for 2 years...&lt;br /&gt;
* To store the waste of 2 [[toxifier generator]]s for ''6 years''. A [[pollution pump]], or a pawn cleaning the pollution by hand, is required to turn ground pollution into wastepacks.&lt;br /&gt;
Depending on [[biome|climate]] and freezer setup, you can get more storage with 1 cooler. And this is 1 cooler - worth {{Required Resources|Cooler}} and {{Q|Cooler|Power Consumption}} W of [[power]] (plus the material for [[wall]]s and [[door]]s). You can easily use multiple coolers to store your waste. This gives you enough time to get a form of waste disposal ready.&lt;br /&gt;
&lt;br /&gt;
===Disposal===&lt;br /&gt;
[[File:Wastepack disposal by shuttle.jpg|thumb|400px|right|&amp;lt;small&amp;gt;An Empire shuttle full of wastepacks. credit to /u/BenightedAlizar on r/rimworld&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Most means of destroying wastepacks have some sort of consequence:&lt;br /&gt;
&lt;br /&gt;
* '''Letting it pollute.''' Pollution is localized - wastepacks that deteriorate or dissolve away from your base won't have an impact, at least for a while. [[Insectoid]]s may come as wastepacks are destroyed, and [[acidic smog]] can happen at high enough pollution levels.&lt;br /&gt;
* '''Dumping it offsite.''' Dumping will always incur a goodwill loss for a single faction based on the current relationship status, distance from the nearest [[faction base]] and number of wastepacks dumped. You will receive significantly larger penalties for dumping closest to allies than for dumping closest to hostile or neutral factions (e.g 1 wastepack dumped directly on a hostile will give -1 goodwill but if dumped on an ally it will give -12 goodwill). When leaving toxic wastepack behind on a gravship all wastepacks left count as deteriorated and pollute the map hex respectively. Despite benefiting from pollution, waster pirate gangs will still dislike when you dump toxic wastepacks near their bases.&lt;br /&gt;
&lt;br /&gt;
You will always get at least -1 goodwill for dumping wastepacks. Even if you are situated on one pole of a 100% generated world and the nearest faction base is on the opposite pole and you dump a single wastepack one tile away from your base you will still receive a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Faction status !! Dumping distances in tiles !! Goodwill lost (25 wastepacks)&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 0 || 31&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 2 - 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 5 - 16 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 17+ || 1&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 0 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 2 - 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 6 - 18 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 19+ || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 0 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 2 - 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 5 - 16 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 17+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wastepacks may also be dropped back at you, and if the faction is already hostile, you may start a [[raid]]. Dumping within 4 tiles of your colony will increase the chance for acidic smog.&lt;br /&gt;
** '''[[Caravan]]s''' take time and food to set up, and have a limited carrying capacity - especially without [[pack animal]]s or [[friendly mechanoids]]. &lt;br /&gt;
** '''[[Transport pod]]s''' can dump wastepacks far away. 1 pod, which can store up to 25 wastepacks, and per launch costs {{Required Resources|Transport pod}}, and a variable amount of {{Icon Small|chemfuel}} [[chemfuel]] depending on how far you launch it.&lt;br /&gt;
** '''[[Imperial shuttle]]s''' {{RoyaltyIcon}} store up to 333 wastepacks (2000 kg) at a time, and simply transporting waste will not anger the [[Empire]] - dumping it has the usual penalties. This costs 1 permit slot, has a cooldown of 40 days, and requires a [[noble]] pawn of at least Knight/Dame rank. This permit can theoretically support up to 5 bandwidth without honor costs (although the realistic value is slightly smaller).&lt;br /&gt;
* '''[[Wastepack atomizer]]s''' have no direct consequences from their use. However, they require a precious [[nano structuring chip]] to create, a fair amount of [[power]], and aren't fast. One atomizer can support 4.8 [[bandwidth]] of mechanoids - a [[mechanitor]] is very likely to have more.&lt;br /&gt;
* '''[[Polux tree]]s''', which are another clean form of pollution removal. These trees only grow naturally if there is plenty of pollution already, though [[polux seed|seeds]] can be bought from traders. They clean only 20% as fast as a [[Wastepack atomizer]], and can only clean if there is no artificial buildings in the area, but will erase [[pollution]] directly from the ground. This is also a downside for dealing with future pollution, as these trees do not stop wastepack infestations.&lt;br /&gt;
&lt;br /&gt;
[[File:Diabolus killing drop pods.png|thumb|336px|right|Diabolus destroying wastepack pods]]&lt;br /&gt;
When a landed [[transport pod]] is destroyed, its contents are vanished, which allows you:&lt;br /&gt;
&lt;br /&gt;
* '''Bomb landed transport pods''', which exploitatively deletes wastepacks carried in them, leaving only [[steel slag chunk]]s and no pollution. Each pod can load 25 wastepacks. However this method costs a lot of [[steel]]s and [[component]]s to operate.&lt;br /&gt;
** While pods drop scattered around the target position, they always drop in the chosen, enclosed room.&lt;br /&gt;
** The most reliable way to destroy landed transport pods is the [[hellsphere cannon]] of a [[Diabolus]], which can destroy 25 pods and 625 wastepacks in one hit.&lt;br /&gt;
&lt;br /&gt;
A pawn can be ordered to carry any chosen item by forming caravans. Additionally, by exploitatively forming caravans, a pawn can carry in its inventory up to the total colony carrying capacity, allows rapidly disposing wastepacks. This enables the following methods:&lt;br /&gt;
&lt;br /&gt;
* '''[[Death acidifier]]s''', which exploitatively deletes wastepacks carried on a pawn with the implant on death. This does not cause pollution.&lt;br /&gt;
* '''[[Subcore ripscanner]]s''', which exploitatively locks wastepacks carried on a pawn on death. The pawn's corpse can then be destroyed along with any wastepacks in its inventory. This does not cause pollution.&lt;br /&gt;
* '''Pollute the [[undercave]]''',{{AnomalyIcon}} which also helps you deal with [[fleshbeast]]s since they are not immune to [[toxic buildup]]. Pollution of the undercave does not pollute your colony in any way, and they cease to exist once its associated [[pit gate]] collapsed.&lt;br /&gt;
** Note once the polluted tiles reach the Dreadmeld's room, it will slowly die of toxic buildup, triggering the cave to collapse as normal when it does.&lt;br /&gt;
* '''Pollute the [[labyrinth]]''',{{AnomalyIcon}} but you must destroy all wastepacks there, or the [[warped obelisk]] will teleport them back to your colony when you leave there.&lt;br /&gt;
* '''Pollute the [[metal hell]]''',{{AnomalyIcon}} wastepacks dropped there do not come back with your pawns.&lt;br /&gt;
* '''Pollute [[Quests#Ancient_Stockpile|Ancient Stockpile]]''',{{OdysseyIcon}} for all the advantages of polluting the undercave, indefinitely.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wastepack_a.png&lt;br /&gt;
File:Wastepack_b.png&lt;br /&gt;
File:Wastepack_c.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Can destroy wastepacks on temp tiles to avoid relationship penalty loss.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added more consequences for dumping near a [[faction base]].&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lake&amp;diff=180497</id>
		<title>Lake</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lake&amp;diff=180497"/>
		<updated>2026-05-18T02:34:29Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Summary */ wastepack dumping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Lake&lt;br /&gt;
| image = OceanTexture.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = OceanTexture.png&lt;br /&gt;
| canbuildbase = No&lt;br /&gt;
| allowFarmingCamps = No&lt;br /&gt;
| impassable = Yes&lt;br /&gt;
| roads and rivers = No&lt;br /&gt;
| Water Biome = Yes&lt;br /&gt;
| description = A large lake. Beautiful to live next to. Not so beautiful to live in.&lt;br /&gt;
}}&lt;br /&gt;
'''Lake''' is a water [[biome]] in RimWorld.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
A lake acts as a background biome on the surface of the world. You cannot settle, nor enter a Lake tile.&lt;br /&gt;
&lt;br /&gt;
It is mechanically the same as the [[ocean]] biome, with a few exceptions:&lt;br /&gt;
* Entering a tile next to a lake/ocean tile will make the water body on the coastline be freshwater or saltwater, respectively.&lt;br /&gt;
* A water tile will be a lake if it's part of a water body with a size of 15 tiles or smaller, otherwise it will be ocean.&lt;br /&gt;
&lt;br /&gt;
A lake tile, as well as [[ocean]] and [[sea ice]], has a [[pollution]]{{BiotechIcon}} factor of 8 - dumping [[toxic wastepack]]s onto these tiles would pollute them eight times more than a normal land tile, note however that there is no way to directly dump wastepacks onto ocean or lake tiles. Pollution which overflows from adjacent tiles that are already 100% polluted will not have this scale factor applied.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OceanTexture.png|Ocean's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Water Biomes]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ocean&amp;diff=180496</id>
		<title>Ocean</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ocean&amp;diff=180496"/>
		<updated>2026-05-18T02:33:11Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Summary */ wastepack dumping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Ocean&lt;br /&gt;
| image = OceanTexture.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = OceanTexture.png&lt;br /&gt;
| canbuildbase = No&lt;br /&gt;
| allowFarmingCamps = No&lt;br /&gt;
| impassable = Yes&lt;br /&gt;
| roads and rivers = No&lt;br /&gt;
| Water Biome = Yes&lt;br /&gt;
| description = Open ocean. Great for fish. Not so great for you.&lt;br /&gt;
}}&lt;br /&gt;
'''Ocean''' is a water [[biome]] in RimWorld.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Ocean acts as a background biome on the surface of the world. You cannot settle, nor enter an ocean tile.&lt;br /&gt;
&lt;br /&gt;
It is mechanically the same as the [[lake]] biome, with a few exceptions:&lt;br /&gt;
* Entering a tile next to a lake/ocean tile will make the water body on the coastline be freshwater or saltwater, respectively.&lt;br /&gt;
* A water tile will be a lake if it's part of a water body with a size of 15 tiles or smaller, otherwise it will be ocean.&lt;br /&gt;
&lt;br /&gt;
An ocean tile, as well as [[lake]] and [[sea ice]], has a [[pollution]]{{BiotechIcon}} factor of 8 - dumping [[toxic wastepack]]s onto these tiles would pollute them eight times more than a normal land tile, note however that there is no way to directly dump wastepacks onto ocean or lake tiles. Pollution which overflows from adjacent tiles that are already 100% polluted will not have this scale factor applied.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OceanTexture.png|Ocean's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Water Biomes]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180345</id>
		<title>User:Cauterite/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180345"/>
		<updated>2026-05-14T22:16:39Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: sandbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers specifically to map pollution caused by the spread of ''toxic'' pollution, which generally results from the use of [[toxifier generator]]s or the decay of [[toxic wastepack]]s, which are generally produced via the recharging of [[allied mechanoid|friendly mechanoid]]s. Using [[wood-fired generator]]s or [[chemfuel generator]]s does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
== Creation and spread ==&lt;br /&gt;
==== Within colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Hexes on the world map can be polluted on world generation or by player action.&lt;br /&gt;
&lt;br /&gt;
Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in  splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
== Goodwill Effect ==&lt;br /&gt;
&lt;br /&gt;
Pollution can lower [[goodwill]] of other factions if the player is deemed responsible:&lt;br /&gt;
&lt;br /&gt;
* When dumping wastepacks onto an inactive world tile, such as via a [[caravan]] or [[transport pod]].&lt;br /&gt;
* When abandoning a settlement or exiting a site containing wastepacks (including [[Camping|campsites]], caravan [[Caravan#Ambush|ambush]] sites, mission sites).&lt;br /&gt;
* When abandoning a settlement or exiting a site where the pollution level is higher than it was when the world tile was initially settled on or entered.&lt;br /&gt;
* When a wastepack dissolves in any world tile which is not player-controlled.&lt;br /&gt;
&lt;br /&gt;
The affected faction is determined by the closest non-player settlement to the polluted world tile. If there are multiple factions located the same distance from the tile, a random faction is chosen among them. &lt;br /&gt;
&lt;br /&gt;
The goodwill penalty is calculated based on the distance to the faction settlement and the number of wastepacks worth of pollution created. If intact wastepacks are left behind, or a wastepack dissolves on a non player-controlled site, the number of wastepacks is simply counted. If polluted tiles are left behind, the number of polluted tiles initially generated on the map is subtracted from the current number of polluted tiles, then divided by 6 to get the equivalent number of wastepacks. The result is rounded down, so 5 extra tiles or less is equivalent to zero wastepacks - however, the penalty will only be skipped if the number of extra ''tiles'' is zero. Wastepacks and polluted tiles are penalised independently - even if the net result is a reduction in pollution, leaving behind any wastepacks will still incur a penalty.&lt;br /&gt;
&lt;br /&gt;
If a wastepack dissolves on a non player-controlled site, and the pollution isn't cleaned up, the goodwill penalty is applied twice: once immediately when the wastepack dissolves, and again after exiting the site.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement('''relationship penalty'''='''Number of wastepacks''' * '''distance coefficient'''|The distance coefficient represents the impact of the distance from the waste pod drop location to the faction position on the relationship penalty. The coefficients are as follows: 100% for 0 tiles, 50% for 1 tile, 20% for 2-4 tiles, 10% for 5-7 tiles, and 6.67% for 8-16 tiles ). Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you(Probability = '''relationship penalty'''%).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Distance !! Goodwill&amp;lt;br/&amp;gt;Multiplier !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{Graph:Chart&lt;br /&gt;
| width = 200 &lt;br /&gt;
| height = 200 &lt;br /&gt;
| type = line &lt;br /&gt;
| xAxisTitle = Distance&lt;br /&gt;
| yAxisTitle = Goodwill Multiplier&lt;br /&gt;
| x = 0, 1, 2, 5, 8, 16.0001&lt;br /&gt;
| y = 1, 0.5, 0.2, 0.1, 0.066, 0.05 &lt;br /&gt;
| xAxisMin = 0 &lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
| xAxisMax = 17&lt;br /&gt;
| yAxisMax = 1}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0.066&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;16 || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects, missing plants that can occur}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely: &lt;br /&gt;
* [[Toxipotato plant]]s;&lt;br /&gt;
* [[Devilstrand]];&lt;br /&gt;
* [[Psychoid plant]]s; and&lt;br /&gt;
* [[Gray pine tree]]s&lt;br /&gt;
&lt;br /&gt;
Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] while standing or walking on these tiles at a rate of 40% severity per day.&lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Total antitoxic lungs]], [[Tox immunity]] or [[Breathless]]{{OdysseyIcon}} genes, having any installed [[Detoxifier lung|Detoxifier]] or [[Fleshmass lung]]s or having 100% [[Toxic Environment Resistance]] / [[Toxic Resistance]] renders immunity to the acidic smog moodlet. [[Partial antitoxic lungs]] / [[Tox resistance]] genes do not resist the acidic smog moodlet.&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Pollution stimulus (gene)|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of them.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Pollution stimulus (gene)|Pollution stimulus]] gene are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
== Pollution mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution using a [[Zone/Area#Pollution removal area|Pollution removal area]].&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestige robe]] ({{+|20}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
&lt;br /&gt;
Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Several issues with pollution clearing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180343</id>
		<title>User:Cauterite/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180343"/>
		<updated>2026-05-14T21:59:28Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: sandbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers specifically to map pollution caused by the spread of ''toxic'' pollution, which generally results from the use of [[toxifier generator]]s or the decay of [[toxic wastepack]]s, which are generally produced via the recharging of [[allied mechanoid|friendly mechanoid]]s. Using [[wood-fired generator]]s or [[chemfuel generator]]s does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
== Creation and spread ==&lt;br /&gt;
==== Within colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Hexes on the world map can be polluted on world generation or by player action.&lt;br /&gt;
&lt;br /&gt;
Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in  splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
== Goodwill Effect ==&lt;br /&gt;
&lt;br /&gt;
Pollution can lower [[goodwill]] of other factions if the player is deemed responsible:&lt;br /&gt;
&lt;br /&gt;
* When dumping wastepacks onto an inactive world tile, such as via a [[caravan]] or [[transport pod]].&lt;br /&gt;
* When abandoning a settlement or exiting a site containing wastepacks (including [[Camping|campsites]], caravan [[Caravan#Ambush|ambush]] sites, mission sites).&lt;br /&gt;
* When abandoning a settlement or exiting a site where the pollution level is higher than it was when the world tile was initially settled on or entered.&lt;br /&gt;
* When a wastepack dissolves in any world tile which is not player-controlled.&lt;br /&gt;
&lt;br /&gt;
The affected faction is determined by the closest non-player settlement to the polluted world tile. If there are multiple factions located the same distance from the tile, a random faction is chosen among them. &lt;br /&gt;
&lt;br /&gt;
The goodwill penalty is calculated based on the distance to the faction settlement and the number of wastepacks worth of pollution created. If intact wastepacks are left behind, or a wastepack dissolves on a non player-controlled site, the number of wastepacks is simply counted. If polluted tiles are left behind, the number of polluted tiles initially generated on the map is subtracted from the current number of polluted tiles, then divided by 6 to get the equivalent number of wastepacks. The result is rounded down, so 5 extra tiles or less is equivalent to zero wastepacks - however, the penalty will only be skipped if the number of extra ''tiles'' is zero. Wastepacks and polluted tiles are penalised independently - even if the net result is a reduction in pollution, leaving behind any wastepacks will still incur a penalty.&lt;br /&gt;
&lt;br /&gt;
If a wastepack dissolves on a non player-controlled site, and the pollution isn't cleaned up, the goodwill penalty is applied twice: once immediately when the wastepack dissolves, and again after exiting the site.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement('''relationship penalty'''='''Number of wastepacks''' * '''distance coefficient'''|The distance coefficient represents the impact of the distance from the waste pod drop location to the faction position on the relationship penalty. The coefficients are as follows: 100% for 0 tiles, 50% for 1 tile, 20% for 2-4 tiles, 10% for 5-7 tiles, and 6.67% for 8-16 tiles ). Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you(Probability = '''relationship penalty'''%).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects, missing plants that can occur}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely: &lt;br /&gt;
* [[Toxipotato plant]]s;&lt;br /&gt;
* [[Devilstrand]];&lt;br /&gt;
* [[Psychoid plant]]s; and&lt;br /&gt;
* [[Gray pine tree]]s&lt;br /&gt;
&lt;br /&gt;
Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] while standing or walking on these tiles at a rate of 40% severity per day.&lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Total antitoxic lungs]], [[Tox immunity]] or [[Breathless]]{{OdysseyIcon}} genes, having any installed [[Detoxifier lung|Detoxifier]] or [[Fleshmass lung]]s or having 100% [[Toxic Environment Resistance]] / [[Toxic Resistance]] renders immunity to the acidic smog moodlet. [[Partial antitoxic lungs]] / [[Tox resistance]] genes do not resist the acidic smog moodlet.&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Pollution stimulus (gene)|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of them.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Pollution stimulus (gene)|Pollution stimulus]] gene are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
== Pollution mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution using a [[Zone/Area#Pollution removal area|Pollution removal area]].&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestige robe]] ({{+|20}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
&lt;br /&gt;
Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Several issues with pollution clearing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pollution&amp;diff=180199</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pollution&amp;diff=180199"/>
		<updated>2026-05-11T20:54:04Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Cleaning polluted tiles */ link to pollution removal area&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers specifically to map pollution caused by the spread of ''toxic'' pollution, which generally results from the use of [[toxifier generator]]s or the decay of [[toxic wastepack]]s, which are generally produced via the recharging of [[allied mechanoid|friendly mechanoid]]s. Using [[wood-fired generator]]s or [[chemfuel generator]]s does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
== Creation and spread ==&lt;br /&gt;
==== Within colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Hexes on the world map can be polluted on world generation or by player action.&lt;br /&gt;
&lt;br /&gt;
Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in  splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement('''relationship penalty'''='''Number of wastepacks''' * '''distance coefficient'''|The distance coefficient represents the impact of the distance from the waste pod drop location to the faction position on the relationship penalty. The coefficients are as follows: 100% for 0 tiles, 50% for 1 tile, 20% for 2-4 tiles, 10% for 5-7 tiles, and 6.67% for 8-16 tiles ). Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you(Probability = '''relationship penalty'''%).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects, missing plants that can occur}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely: &lt;br /&gt;
* [[Toxipotato plant]]s;&lt;br /&gt;
* [[Devilstrand]];&lt;br /&gt;
* [[Psychoid plant]]s; and&lt;br /&gt;
* [[Gray pine tree]]s&lt;br /&gt;
&lt;br /&gt;
Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] while standing or walking on these tiles at a rate of 40% severity per day.&lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Total antitoxic lungs]], [[Tox immunity]] or [[Breathless]]{{OdysseyIcon}} genes, having any installed [[Detoxifier lung|Detoxifier]] or [[Fleshmass lung]]s or having 100% [[Toxic Environment Resistance]] / [[Toxic Resistance]] renders immunity to the acidic smog moodlet. [[Partial antitoxic lungs]] / [[Tox resistance]] genes do not resist the acidic smog moodlet.&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Pollution stimulus (gene)|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of them.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Pollution stimulus (gene)|Pollution stimulus]] gene are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
== Pollution mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution using a [[Zone/Area#Pollution removal area|Pollution removal area]].&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestige robe]] ({{+|20}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
&lt;br /&gt;
Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Several issues with pollution clearing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Zone/Area&amp;diff=180198</id>
		<title>Zone/Area</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Zone/Area&amp;diff=180198"/>
		<updated>2026-05-11T20:49:52Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Areas */ Pollution removal area&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Zones''' and '''areas''' are groups of map tiles, marked by the player. They aren't structures, rather just marked sections of the map for organization and control.&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=80px height=80px | [[File:Stockpile.png|link=Stockpile zone|Stockpile]]  &lt;br /&gt;
| width=80px height=80px | [[File:Stockpile.png|link=Dumping stockpile|Dumping stockpile zone]] &lt;br /&gt;
| width=80px height=80px | [[File:ZoneCreate_Growing.png|link=Growing zone]] &lt;br /&gt;
| width=80px height=80px | [[File:ZoneDelete.png|link=Zone/Area#Shrink zone]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Stockpile zone]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Dumping stockpile|Dumping stockpile zone]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Growing zone]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Zone/Area#Shrink zone|Shrink zone]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Zones are groups of map tiles, marked by the player, and may be selected and configured. Zones are always contiguous. They define their own space and cannot overlap other zones.&lt;br /&gt;
&lt;br /&gt;
The content of any stockpile, dumping stockpile or growing zone can be defined by selecting the zone and clicking the brown button that appears above the [[user interface|Architect]] menu. The priority of a stockpile or dumping stockpile can also be set there.&lt;br /&gt;
&lt;br /&gt;
===Stockpile zone===&lt;br /&gt;
[[Stockpile zone|Stockpiles]] are where most of a colony's goods are stored. They can be configured to hold any combination of items, from individual items (metal stockpile, log stockpile etc.) to groups of items (weapons stockpile, meal stockpile etc.) or even all items.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:StorageSettingsCopy.png|60px|link=]] || [[File:StorageSettingsPaste.png|60px|link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;Storage settings can be copied from stockpiles and dumping stockpiles to other stockpiles. Settings can also be copied to stockpiles from [[grave]]s, [[sarcophagus|sarcophagi]], or [[shelf|shelves]], however options that don't exist in the source (i.e. food) are copied as disallowed.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Dumping stockpile zone===&lt;br /&gt;
[[Dumping stockpile zone|Dumping stockpiles]] are, by default, enabled to hold debris and corpses, however they are functionally identical to regular stockpiles, differing only in name and default settings.&lt;br /&gt;
&lt;br /&gt;
Some applications for dumping stockpiles outside of general storage include hauling debris to form makeshift defenses, or creating areas to dispose of raider corpses via [[molotov cocktails]].&lt;br /&gt;
&lt;br /&gt;
===Growing zone===&lt;br /&gt;
[[Growing zone]]s allow colonists with the growing job [[overview|enabled]] to grow plants. These plants range from food crops to flowers to improve the environment, to trees to provide wood. Soil fertility and the amount of available light strongly influences plant growth, and so are major factors to consider when placing growing zones.  Some soil is super fertile (exceeding 100%) and will yield crops at a better than normal rate.&lt;br /&gt;
&lt;br /&gt;
Growing zones are less efficient than [[hydroponics basin|hydroponics]], therefore it is advisable to move food production to hydroponics when it becomes available.&lt;br /&gt;
&lt;br /&gt;
Hydroponics are a necessity in extreme environments, like arctic ice sheets, where plants will not grow because of temperature or fertility.  The hydroponic basin is placed indoors, where the temperature can be regulated.&lt;br /&gt;
&lt;br /&gt;
===Shrink zone===&lt;br /&gt;
The shrink zones tool allows players to shrink any type of zone square by square, allowing players to shape or remove zones according to their needs.&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=130px height=80px | [[File:AreaAllowed.png|link=Allowed area]][[File:AreaAllowedClear.png|link=Allowed area]]  &lt;br /&gt;
| width=130px height=80px | [[File:HomeRegionOn.png|link=Home area]][[File:HomeRegionOff.png|link=Home area]]  &lt;br /&gt;
| width=130px height=80px | [[File:SnowClearAreaOn.png|link=Zone/Area#Snow clear area]][[File:SnowClearAreaOff.png|link=Zone/Area#Snow clear area]]&lt;br /&gt;
| width=200px height=80px | [[File:BuildRoofAreaExpand.png|link=Build roof area]][[File:NoRoofRegionOn.png|link=Remove roof area]][[File:BuildRoofAreaClear.png|link=Build roof area]]&lt;br /&gt;
| width=200px height=80px | [[File:Pollution removal area.png|link=Pollution removal area|64px]][[File:Clear pollution removal area.png|link=Pollution removal area|64px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Allowed area]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Home area]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Zone/Area#Snow and sand removal area|Snow and sand removal area]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Build roof area]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Pollution removal area]]&amp;lt;/small&amp;gt;{{BiotechIcon}}&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Areas are groups of map tiles, marked by the player, and act like an invisible layer on the map. Areas become visible only when using their expand or clear tools. Each type of area exists in its own layer, serves its own purpose, and may overlap other areas and zones. An area can be painted in any shape and may have disjoined sections - it need not be contiguous.&lt;br /&gt;
&lt;br /&gt;
Each area tool is followed by a 'clear area' tool that is used to delete sections of that area. &lt;br /&gt;
&lt;br /&gt;
===Allowed area===&lt;br /&gt;
An [[allowed area]] restricts where colonists and animals can travel. Items, locations, and tasks outside of a colonist's allowed area are considered forbidden to them. When pathing, colonists take the shortest path within their allowed area. If there's no path within their allowed area, they may leave the allowed area to take the shortest path, but they will not interact with any objects or perform any tasks there. A hunter will not hunt animals that are outside of his or her allowed area. Firefighters will not extinguish fire that is not inside ''both'' the home area and their allowed area.&lt;br /&gt;
&lt;br /&gt;
[[Draft]]ed colonists (and their tamed animals) ignore allowed area.  Colonists that are set to [[Threat response|Flee]] will also ignore their allowed area while actively fleeing from a threat, or when cowering after fleeing, and can identify a &amp;quot;safe&amp;quot; area to flee to that is outside of their allowed area.  Colonists set to [[Threat response|Attack]] will ignore their allowed area while actively attacking targets, as if they are drafted, and will attack nearby targets even if those targets are outside their allowed area.  Colonists on [[mental break|mental breaks]] will also ignore their allowed area.&lt;br /&gt;
&lt;br /&gt;
From the 'Expand Allowed Area' button, clicking 'Manage allowed areas' allows the player to create or delete areas, rename areas, or invert an area. Inverting an area allows a player to effectively paint the entire map except for the area as drawn by the player.&lt;br /&gt;
&lt;br /&gt;
Colonists can be restricted to specific allowed areas using the [[Schedule]] menu, and animals can be restricted using the [[Menus#Animals|Animals]] menu. The default is 'Unrestricted'.&lt;br /&gt;
&lt;br /&gt;
===Home area===&lt;br /&gt;
The [[Home area]] tool is very important - colonists won't fight fires or repair objects outside the home area. Home areas can be set to auto-generate around player built objects and structures, and can be toggled via the house icon in the lower right of the screen; this setting is on by default.&lt;br /&gt;
&lt;br /&gt;
=== Roof area ===&lt;br /&gt;
There are three different zones related to [[roof]]ing:&lt;br /&gt;
# A [[build roof area]] will cause pawns to build a roof in the specified area.  Keep in mind all roofing needs to be within 6 tiles of a [[wall]] or [[column]], or the roof will collapse.&lt;br /&gt;
# A [[remove roof area]] will cause pawns to remove roofs in a given area and to override automatic roof construction when enclosing rooms.  This area is useful for preventing roof collapse when removing a building, poking a hole in a roof so a pawn can use a [[telescope]] without fully exposing them to the environment, or walling in vulnerable [[solar generator]]s without blocking out the sun.  Overhead mountain roof tiles cannot be removed, but thin rock roofs can.&lt;br /&gt;
# An [[ignore roof area]] will remove either of the two above roof area zones mentioned above but does not order any changes to be made to existing roofing in the area. Automatic roof construction when a room is enclosed will still occur.&lt;br /&gt;
&lt;br /&gt;
Removing an established roof is a low-priority construction job.  You may want to manually compel a constructor pawn to do the job in a timely manner or cancel other higher-priority construction jobs.  When removing wall-supporting roofs, make sure that the roof has been removed before the wall.  This sequence is not an automatic priority.&lt;br /&gt;
&lt;br /&gt;
When having difficulty with Roof building or removal, check to make sure that pawns can and are allowed to actually reach the desired area.&lt;br /&gt;
&lt;br /&gt;
===Snow and sand removal area===&lt;br /&gt;
The Snow and sand removal area tool allows colonists to remove the [[snow]] and sand from designated areas in order to increase move speed. Snow and sand removal is part of the [[Menus#Clean|Clean task]], and takes precedence over actual cleaning.&lt;br /&gt;
&lt;br /&gt;
===Pollution removal area===&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
The Pollution removal area tool allows colonists to remove [[pollution]] from designated areas. Up to 6 tiles of pollution are removed in a single clean action, creating one [[toxic wastepack]] on the floor beside the colonist. One clean action requires {{Ticks|5600}} of work modified by the pawn's [[General Labor Speed]]. This may expose them to [[toxic buildup]] if they stand in the polluted area while cleaning.&lt;br /&gt;
&lt;br /&gt;
Neither the polluted area nor the removal zone need to be contiguous in order to clean multiple tiles at once. The only requirement is that the pollution is within a 10-tile radius of the tile being targeted by the cleaner. Polluted tiles outside the designated removal area may also be caught in this radius and cleaned inadvertently - in other words, the removal zone doesn't allow precise control over which tiles should or shouldn't remain polluted.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Pawns ignore allow zones when hauling to transport pods.&lt;br /&gt;
&lt;br /&gt;
{{nav|zone}}&lt;br /&gt;
[[Category:Architect]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=180180</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=180180"/>
		<updated>2026-05-10T20:22:45Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Food poisoning */ Explain how it works with bulk recipes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailments. Add ailment in-game descriptions to each, and format them such that they're obviously quotes}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 33.6 years old to get Alzheimer's, meaning it can first occur at their 34th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer mech serum#Summary|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Death refusal]]{{AnomalyIcon}}: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Chronophagy]]{{AnomalyIcon}}: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
* [[Unnatural healing]]{{AnomalyIcon}}: a Creepjoiner with unnatural healing replicates the effect of a healer mech serum and so can be similarly used to cure Alzheimers at the minor risk of replacing an arm with a flesh tentacle for the cured pawn&lt;br /&gt;
* [[Scarless]]{{BiotechIcon}}: Similarly to Luciferium, the Scarless gene can heal permanent injuries and ailments including Alzheimer's. It is rare to see outside of [[sanguophage]]s but has no downsides other than for colonists with [[traits|body purist]].&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 40 years old to get a bad back, meaning it can first occur at their 41st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get cataracts, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery has a 100% base chance to succeed. If it fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 22.4 years old to get carcinoma from aging, meaning it can first occur at their 23rd birthday. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s,{{RoyaltyIcon}} can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with a [[healer mech serum]], [[luciferium]], [[unnatural healing]]{{AnomalyIcon}} or the [[chronophagy]] psychic ritual.{{AnomalyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at level 4&lt;br /&gt;
**15% at level 12&lt;br /&gt;
**25% at level 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 68 years old to get dementia from aging, meaning it can first occur at their 69th birthday. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], [[unnatural healing]] ability,{{AnomalyIcon}} the [[Chronophagy]] psychic ritual,{{AnomalyIcon}} implantation of the [[scarless]] gene,{{BiotechIcon}} or with the use of [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 50 years old to get frail, meaning it can first occur at their 51st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 100 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 60 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 30 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 20 years old to get an artery blockage, meaning it can first occur at their 21st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s.&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get hearing loss, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval, '''SG60''' for short, is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess.&lt;br /&gt;
## Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;'''SG60''' = max(0.000375, 0.0000645 × effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve !! X !! Y&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7| {{Graph:Chart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 100|| 60&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:middle&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Excess&amp;lt;br/&amp;gt;Temperature (°C)&amp;lt;ref&amp;gt;Ambient Temperature - Maximum Comfortable Temperature (°C)&amp;lt;/ref&amp;gt;&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || {{0}}93023 || 1.6 days &lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || {{0}}62016 || 24.8 hours&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003225 || {{0}}18605 || 7.4 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005160 || {{0}}11628 || 4.7 hours&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 0.015480 || {{0|00}}3876 || 1.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.063855 || {{0|000}}939 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027 × heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature. Severity decreases at a constant rate of 1.5% when at 55.6% or above, slowing down until reaching its slowest (0.15%) at 5.6% and below. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike [[#Heatstroke|hyperthermia]], hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:center&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Temperature&amp;lt;br/&amp;gt;Delta&amp;lt;ref&amp;gt;&amp;lt;small&amp;gt;Minimum Comfortable Temperature - Ambient Temperature&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;(°C)&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game hours&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25  || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50  || 0.002580 || 23256 || {{0}}9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || {{0}}4.1&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 0.012255 || {{0}}4896 || {{0}}2.0 &amp;lt;!-- 1.96--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || {{0}}3208 || {{0}}1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027 × hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}} &lt;br /&gt;
* [[Manipulation]] {{Bad|-50%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Vacuum exposure occurs when a pawn is subjected to [[Orbit|hard vacuum]] without adequate protection.&lt;br /&gt;
&lt;br /&gt;
The rate of severity growth is directly proportional to the vacuum percentage of the pawn's current tile, and to the difference between 1 and a pawn's [[vacuum resistance]] stat. Vacuum will be 100% outside pressurized rooms; otherwise, it will vary depending on the presence of [[oxygen pump]]s, open connections to other rooms, and so on. The specific algorithm is:&lt;br /&gt;
# Start with a default of 2% per second.&lt;br /&gt;
# Multiply the amount by the tile's current vacuum percentage.&lt;br /&gt;
# Multiply the product by the difference between 1 and the pawn's vacuum resistance.&lt;br /&gt;
Expressed as a formula, the increase of severity every {{ticks|60}} is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in vacuum exposure severity = 0.02 * tile vacuum percentage * (1 - vacuum resistance)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vacuum exposure builds up extremely quickly in pawns without significant vacuum resistance. An unprotected pawn with no resistance will die in just {{ticks|3000}} of exposure to a complete vacuum, making even brief spacewalks a risky prospect.&lt;br /&gt;
&lt;br /&gt;
Pawns recover quickly from vacuum exposure while inside a pressurized area; severity will simply fall at a flat 10% per second until the condition disappears entirely. Affected pawns that reach 100% vacuum resistance while still exposed (such as by equipping a [[vacsuit]]) will keep their current level of exposure until they return to a pressurized tile, but its severity will not increase any further.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at&amp;lt;br/&amp;gt;severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || Initial ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || ≥15% ||&lt;br /&gt;
* {{Bad|-{{0}}5%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}5%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (mild)''' || ≥30% ||&lt;br /&gt;
* {{Bad|-10%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}8%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (moderate)''' || ≥50% ||&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || ≥85% ||&lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || 100% ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{| class = &amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin: auto;&amp;quot; width=100%&lt;br /&gt;
  |-&lt;br /&gt;
  !Graph&lt;br /&gt;
  |-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
  |width=940&lt;br /&gt;
  |height=600&lt;br /&gt;
  |type=line&lt;br /&gt;
  |legend=Legend&lt;br /&gt;
  |y1Title=No vacuum resistance [50s]&lt;br /&gt;
  |y2Title=Vacsuit chest only (32%) [73s]&lt;br /&gt;
  |y3Title= Vacuum resistant (45%) [90.9s]&lt;br /&gt;
  |y4Title=Vacsuit helmet only (69%) [161s]&lt;br /&gt;
  |y5Title= Vacskin Gland (85%) [5 min 33s]&lt;br /&gt;
  |y6Title=Full Recon armour (95%) [16min 40s]&lt;br /&gt;
  |y7Title=Full Marine armour (97%) [27min 46s]&lt;br /&gt;
  |y8Title=Full Cataphract armour (98%) [41.7min]&lt;br /&gt;
  |y9Title= Vacsuit helmet and any power armor (99%) [83.3min]&lt;br /&gt;
&lt;br /&gt;
  |x = 0,50,73.5,90.0,161.3,333.3,1000,1666.7,2500,5000&lt;br /&gt;
  |y1=0,100&lt;br /&gt;
  |y2=0,68.03,100&lt;br /&gt;
  |y3=0,55.56,81.67,100&lt;br /&gt;
  |y4=0,30.99,45.56,55.79,100&lt;br /&gt;
  |y5=0,15,22.05,27,48.4,100&lt;br /&gt;
  |y6=0,5,7.35,9,16.13,33.33,100&lt;br /&gt;
  |y7=0,3,4.41,5.40,9.68,20,60,100&lt;br /&gt;
  |y8=0,2,2.94,3.6,6.45,13.33,40,66.67,100&lt;br /&gt;
  |y9=0,1,1.47,1.8,3.23,6.67,20,33.33,50,100&lt;br /&gt;
  |xAxisTitle = Time (s)&lt;br /&gt;
  |yAxisTitle = Vacuum exposure (%)&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
Sterilizing a pregnant animal will not terminate the pregnancy.&lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Pawns can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy or IUD insertion.{{BiotechIcon}} It is currently unknown if there are other sources.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative [[liver]] disease caused by excessive [[alcohol]] consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the [[Organ harvesting|transplantation]] of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or [[glitterworld medicine]] to do so.&lt;br /&gt;
* Other than transplantation, only [[healer mech serum]] and [[unnatural healing]]{{AnomalyIcon}} can cure cirrhosis.&lt;br /&gt;
&lt;br /&gt;
Alcohol [[tolerance]] above '''45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Tolerance !! Average cirrhosis interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Cirrhosis (Days) | x = 49, 50, 100 | y =  250, 60, 45 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 60 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 45 Days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]] or via [[unnatural healing]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]],{{IdeologyIcon}} in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potentially still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Unnatural healing]]{{AnomalyIcon}} ability (or possibly through other means as well). It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Main|Bliss lobotomy}}&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty. Makes pawn incapable of cooking, construction, plant work, mining, crafting and intellectual. Can generate on [[horax cult|cultist]] raiders or be deliberately induced via a brain surgery at the cost of 2 medicine and 30 [[bioferrite|bioferrites]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is primarily determined by the cook's [[food poison chance]] stat, with the [[Cleanliness|cleanliness of the room]] where it was prepared also being a potential factor. &lt;br /&gt;
&lt;br /&gt;
[[Corpse]]s have a flat chance of 5% to give food poisoning. Other raw food has a flat chance in between 1% and 4% depending on the type of food — most raw food having a 2% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
&lt;br /&gt;
If food poisoning is applied when cooking a recipe that produces multiple items (such as 4×{{Icon Small|simple meal}} or 16×{{Icon Small|pemmican}}), every item cooked in that batch becomes poisoned.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; | '''0''' || style=&amp;quot;background-color:#F00000&amp;quot; | '''5.00%''' || rowspan=&amp;quot;10&amp;quot;| {{Graph:Chart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
Chance = ([[Cleanliness|Room Cleanliness]] + 2) * 0.05 / 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Capped between 0% and 5%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot; &lt;br /&gt;
| '''1''' || '''4.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| '''2''' || '''3.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| '''3''' || '''2.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| '''4''' || '''1.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| '''5''' || '''1.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| '''6''' || '''0.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| '''7''' || '''0.25%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| '''8''' || '''0.15%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| '''9-20''' || '''0.10%'''&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only be minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or by making [[Baby food]] or [[nutrient paste meal]]s as they will never cause food poisoning. Installing a [[sterilizing stomach|sterilizing]],{{RoyaltyIcon}} [[nuclear stomach]],{{RoyaltyIcon}} or [[fleshmass stomach]],{{AnomalyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} render pawns immune to contracting food poisoning. Note that [[bionic stomach]]s reduce the chance of getting food poisoning by 50% but cannot outright prevent it.&lt;br /&gt;
&lt;br /&gt;
The notification for a colonist being poisoned will explain the cause of the poisoning. This can be very helpful if an unattended kitchen was allowed to cross into the very dirty -2 cleanliness danger zone, as a nearby cleaner can simply be ordered to clean the kitchen and avoid more unnecessary poisoning.&lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before. [[Unnatural healing]]{{AnomalyIcon}} is the vastly more economical option, though it carries opportunity cost of the 6 day cooldown.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, which interrupts and resets the process of eating, combined with the reduction in eating speed, patients with food poisoning may be at risk of developing [[malnutrition]]. With the already impaired consciousness and moving capacity from the poisoning, stacking malnutrition on top of that could lead to a [[downed]] state, so it may be worth supervising poisoned pawns in case they need rescue. A diet of small unit foods such as [[pemmican]] will not mitigate this issue, as there is no concept of incremental eating - a pawn takes the same time to consume one pemmican as it takes to consume 18 pemmican, and if interrupted part way through, all the pemmican pieces remain uneaten.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
Primarily occurs with exposure to [[toxic fallout]], [[pollution]],{{BiotechIcon}} [[tox gas]],{{BiotechIcon}} and tox rain.{{OdysseyIcon}} Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]],{{RoyaltyIcon}} or [[venom fangs]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout and tox rain, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to toxic fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.{{Check Tag|Rate from tox rain?}}&lt;br /&gt;
&lt;br /&gt;
There are two stats that reduce toxic build up stats:&lt;br /&gt;
* All sources of toxic buildup are affected by the [[Toxic Resistance]] [[stat]]. [[Human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Some ways of increasing this stat are the [[detoxifier kidney]]{{BiotechIcon}} and [[tox resistance]] [[gene]].{{BiotechIcon}}&lt;br /&gt;
* [[Toxic Environment Resistance]] protects against all sources of buildup except for direct attacks like cobra bites. Some ways of increasing this stat are the [[face mask]], [[gas mask]],{{BiotechIcon}} and [[detoxifier lung]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Both stats reduce the amount of buildup received by the % of the stat, so 50% Toxic Resistance = 50% less build up. Toxic Resistance and Toxic Environment Resistance will multiplicatively stack with each other, so if a human has 50% in both stats, the effective rate of buildup from environmental sources is 25%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Pilot assistant]] {{OdysseyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC|Royalty]] and [[Odyssey DLC|Odyssey]] DLCs, it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[neural heat limit]]s when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Subcore softscanner}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]],{{RoyaltyIcon}} or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. Vomiting lasts a random duration from {{Ticks|300}} to {{Ticks|900}}, and every 150 interval ticks it reduces the pawn's food bar by 0.04 and generates 1 stack of [[vomit]] filth on the tile they're facing. Note that this interval tick occurs independently from the beginning of the vomiting duration, and as such the number of times it occurs may not be the simple division of the chose duration divided by 150. As such, between one fewer and one more interval may occur than the the division would indicate. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected before ailments show by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day. Progress can be paused through the use of a [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[healer mech serum]] as well as the [[unnatural healing]] ability so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable, short of destroying the colonists brain then resurrecting them with either a [[resurrector mech serum]] or [[death refusal]]. However, consistently destroying the brain can be difficult. There are 5 main ways to achieve it:&lt;br /&gt;
* With the [[Biotech DLC]], using a [[Subcore ripscanner]] on the colonist in question will kill it by destroying its brain.&lt;br /&gt;
* Also with the Biotech DLC, extracting the pawn's genes with a [[Gene extractor]] while the '''Genes Regrowing''' Hediff remains active will kill it by brain destruction.&lt;br /&gt;
* With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will destroy its head reliably and safely.&lt;br /&gt;
* Fatal [[Luciferium]] withdraw kills by destroying the brain.&lt;br /&gt;
* Allow colonists or animals to eat sections of the corpse, risking consuming the entire body before the head is removed.&lt;br /&gt;
&lt;br /&gt;
Furthermore, no matter how successful the head removal, the costs and downsides of the either the serum or refusal remain. If this strategy is used, remember not to euthanize them or they will be no longer of your faction after resurrection.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, [[Ghoul|ghoul infusion]] will not cure crumbling mind and it will hinder ghoul's combat abilities. [[Chronophagy]] healing is also useless against crumbling mind.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x75%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable of work types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Duplicate sickness ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse. However, the condition will not be lethal.&lt;br /&gt;
&lt;br /&gt;
Duplicate sickness is one of the potential outcomes from the duplication of a pawn by a [[corrupted obelisk]]. It affects both the original pawn and the duplicate{{Check Tag|Wb other duplicates?|Test both a previous duplicate (i.e. use obelisk gizmo, wait cooldown use again) and mass cloning (i.e. when 30 pawns spawn when it reaches max activity}} and is initially hidden. Severity increases by 10% per day that both pawns are alive. A pawn in [[cryptosleep]] will not gain severity, but being in cryptosleep will ''not'' prevent the other copy of the pawn from gaining severity. This gradually reduces the consciousness of both pawns and makes them more likely to have [[mental breaks]], before eventually rendering both comatose. &lt;br /&gt;
&lt;br /&gt;
It cannot be treated,{{Check Tag|Verify}} but can be cured by one of three methods: [[healer mech serum]], the [[unnatural healing]] ability, or the death of one of the two pawns. &lt;br /&gt;
&lt;br /&gt;
If one of the two connected pawns is killed, the other's duplication sickness severity immediately starts regressing at the rate of 50% per day, while the killed pawn's duplication sickness is instantly cured. The killed pawn can then be immediately resurrected with a [[resurrector mech serum]] or [[death refusal]] without stopping the regression of the other pawn's sickness. Similarly, if one of the linked pawns is turned into a [[ghoul]], killed, and revived with a [[ghoul resurrection serum]], the same mechanics apply.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || Initial ||&lt;br /&gt;
* No symptoms, condition not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || ≥20% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|5%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (moderate)''' || ≥50% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|10%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (extreme)''' || ≥80% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|15%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|14%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (debilitating)''' || ≥95% severity ||&lt;br /&gt;
* [[Consciousness]] Max: {{Bad|10%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. It can be cured by [[healer mech serum]] or [[unnatural healing]],{{AnomalyIcon}} alternatively resurrection can be attempted again via another [[resurrector mech serum]] or [[death refusal]].{{AnomalyIcon}} It is otherwise uncurable. A [[cryosleep casket]] can sustain the pawn in order to wait for a cure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be 2 or more colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-60% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 60-80% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 80-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 70% of life expectancy (i.e. 56 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 90% of life expectancy (i.e. 72 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity.  Each interval the heart attack severity will randomly change by a value between {{---|40%}} to {{++|60%}}. This means that it is possible for a heart attack to recover on its own, but usually (~76% likelihood){{Check Tag|Detail needed|How is this calculated??}} an untreated heart attack progresses to fatal severity. The interval between changes is random, and varies between {{Ticks|500}} and {{Ticks|10000}}.&amp;lt;!-- 5000 x Rand.Range(0.1, 2.0) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by {{---|30%}}. Successfully reducing severity below 0% will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The chance a particular treatment can succeed is 65% multiplied by the [[tend quality]], for an effective maximum of 84.5% with [[glitterworld medicine]].&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Vacuum exposure implemented with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180179</id>
		<title>User:Cauterite/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180179"/>
		<updated>2026-05-10T03:42:23Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: sandbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers specifically to map pollution caused by the spread of ''toxic'' pollution, which generally results from the use of [[toxifier generator]]s or the decay of [[toxic wastepack]]s, which are generally produced via the recharging of [[allied mechanoid|friendly mechanoid]]s. Using [[wood-fired generator]]s or [[chemfuel generator]]s does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
== Creation and spread ==&lt;br /&gt;
==== Within colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Hexes on the world map can be polluted on world generation or by player action.&lt;br /&gt;
&lt;br /&gt;
Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in  splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
== Goodwill Effect ==&lt;br /&gt;
&lt;br /&gt;
Pollution can lower [[goodwill]] of other factions if the player is deemed responsible:&lt;br /&gt;
&lt;br /&gt;
* When dumping wastepacks onto an inactive world tile, such as via a [[caravan]] or [[transport pod]].&lt;br /&gt;
* When abandoning a settlement or exiting a site containing wastepacks (including [[Camping|campsites]], caravan [[Caravan#Ambush|ambush]] sites, mission sites).&lt;br /&gt;
* When abandoning a settlement or exiting a site where the pollution level is higher than it was when the world tile was initially settled on or entered.&lt;br /&gt;
* When a wastepack dissolves in any world tile which is not player-controlled.&lt;br /&gt;
&lt;br /&gt;
The affected faction is determined by the closest non-player settlement to the polluted world tile. If there are multiple factions located the same distance from the tile, a random faction is chosen among them. &lt;br /&gt;
&lt;br /&gt;
The goodwill penalty is calculated based on the distance to the faction settlement and the number of wastepacks worth of pollution created. If intact wastepacks are left behind, or a wastepack dissolves, the number of wastepacks is simply counted. If polluted tiles are left behind, the initial number of polluted tiles initially generated on the map is subtracted from the current number of polluted tiles, and divided by 6 to get the equivalent number of wastepacks. Wastepacks and polluted tiles are penalised independently - even if the net result is a reduction in pollution, leaving behind any wastepacks will still incur a penalty.&lt;br /&gt;
&lt;br /&gt;
If a wastepack dissolves on a non player-controlled site, and the pollution isn't cleaned up, the goodwill penalty is applied twice: once immediately when the wastepack dissolves, and again after exiting the site.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement('''relationship penalty'''='''Number of wastepacks''' * '''distance coefficient'''|The distance coefficient represents the impact of the distance from the waste pod drop location to the faction position on the relationship penalty. The coefficients are as follows: 100% for 0 tiles, 50% for 1 tile, 20% for 2-4 tiles, 10% for 5-7 tiles, and 6.67% for 8-16 tiles ). Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you(Probability = '''relationship penalty'''%).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects, missing plants that can occur}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely: &lt;br /&gt;
* [[Toxipotato plant]]s;&lt;br /&gt;
* [[Devilstrand]];&lt;br /&gt;
* [[Psychoid plant]]s; and&lt;br /&gt;
* [[Gray pine tree]]s&lt;br /&gt;
&lt;br /&gt;
Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] while standing or walking on these tiles at a rate of 40% severity per day.&lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Total antitoxic lungs]], [[Tox immunity]] or [[Breathless]]{{OdysseyIcon}} genes, having any installed [[Detoxifier lung|Detoxifier]] or [[Fleshmass lung]]s or having 100% [[Toxic Environment Resistance]] / [[Toxic Resistance]] renders immunity to the acidic smog moodlet. [[Partial antitoxic lungs]] / [[Tox resistance]] genes do not resist the acidic smog moodlet.&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Pollution stimulus (gene)|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of them.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Pollution stimulus (gene)|Pollution stimulus]] gene are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
== Pollution mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution via the Zoning tab. This may expose them to toxic buildup if they stand in the polluted area while cleaning. Up to 6 tiles of pollution are removed in a single clean action, creating one toxic wastepack on the floor beside the colonist. Neither the polluted tiles nor the zoned area have to be contiguous, but only tiles within a 10-tile radius of the target tile may be cleaned. One clean action requires {{Ticks|5600}} of work multiplied by the pawn's [[General Labor Speed]].&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestige robe]] ({{+|20}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
&lt;br /&gt;
Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Several issues with pollution clearing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180161</id>
		<title>User:Cauterite/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180161"/>
		<updated>2026-05-08T16:43:50Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: sandbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers specifically to map pollution caused by the spread of ''toxic'' pollution, which generally results from the use of [[toxifier generator]]s or the decay of [[toxic wastepack]]s, which are generally produced via the recharging of [[allied mechanoid|friendly mechanoid]]s. Using [[wood-fired generator]]s or [[chemfuel generator]]s does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
== Creation and spread ==&lt;br /&gt;
==== Within colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Hexes on the world map can be polluted on world generation or by player action.&lt;br /&gt;
&lt;br /&gt;
Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in  splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
== Goodwill Effect ==&lt;br /&gt;
&lt;br /&gt;
Pollution can lower [[goodwill]] of other factions if the player is deemed responsible:&lt;br /&gt;
&lt;br /&gt;
* When dumping wastepacks onto an inactive world tile, such as via a [[caravan]] or [[transport pod]].&lt;br /&gt;
* When abandoning a settlement or exiting a site containing wastepacks (including [[Camping|campsites]], caravan [[Caravan#Ambush|ambush]] sites, mission sites).&lt;br /&gt;
* When abandoning a settlement or exiting a site where the pollution level is higher than it was when the world tile was initially settled on or entered.&lt;br /&gt;
* When a wastepack dissolves in any world tile which is not player-controlled.&lt;br /&gt;
&lt;br /&gt;
The affected faction is determined by the closest non-player settlement to the polluted world tile. If there are multiple factions located the same distance from the tile, a random faction is chosen among them. &lt;br /&gt;
&lt;br /&gt;
The goodwill penalty is calculated based on the distance to the faction settlement and the number of wastepacks worth of pollution created. If intact wastepacks are left behind, or a wastepack dissolves, the number of wastepacks is simply counted. If polluted tiles are left behind, the initial number of polluted tiles initially generated on the map is subtracted from the current number of polluted tiles, and divided by 6 to get the equivalent number of wastepacks. Wastepacks and polluted tiles are penalised independently - even if the net result is a reduction in pollution, leaving behind any wastepacks will still incur a penalty.&lt;br /&gt;
&lt;br /&gt;
If a wastepack dissolves on a non player-controlled site, and the pollution isn't cleaned up, the goodwill penalty is applied twice: once immediately when the wastepack dissolves, and again after exiting the site.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement('''relationship penalty'''='''Number of wastepacks''' * '''distance coefficient'''|The distance coefficient represents the impact of the distance from the waste pod drop location to the faction position on the relationship penalty. The coefficients are as follows: 100% for 0 tiles, 50% for 1 tile, 20% for 2-4 tiles, 10% for 5-7 tiles, and 6.67% for 8-16 tiles ). Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you(Probability = '''relationship penalty'''%).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects, missing plants that can occur}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely: &lt;br /&gt;
* [[Toxipotato plant]]s;&lt;br /&gt;
* [[Devilstrand]];&lt;br /&gt;
* [[Psychoid plant]]s; and&lt;br /&gt;
* [[Gray pine tree]]s&lt;br /&gt;
&lt;br /&gt;
Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] while standing or walking on these tiles at a rate of 40% severity per day.&lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Total antitoxic lungs]], [[Tox immunity]] or [[Breathless]]{{OdysseyIcon}} genes, having any installed [[Detoxifier lung|Detoxifier]] or [[Fleshmass lung]]s or having 100% [[Toxic Environment Resistance]] / [[Toxic Resistance]] renders immunity to the acidic smog moodlet. [[Partial antitoxic lungs]] / [[Tox resistance]] genes do not resist the acidic smog moodlet.&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Pollution stimulus (gene)|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of them.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Pollution stimulus (gene)|Pollution stimulus]] gene are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
== Pollution mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution via the Zoning tab. This exposes them to toxic buildup.&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestige robe]] ({{+|20}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
&lt;br /&gt;
Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Several issues with pollution clearing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180160</id>
		<title>User:Cauterite/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Cauterite/Sandbox&amp;diff=180160"/>
		<updated>2026-05-08T15:09:41Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: sandbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Mechanics (Pollution spread / acidic smog % chance / wastepack cocoons), detailed analysis}}&lt;br /&gt;
'''Pollution''' refers specifically to map pollution caused by the spread of ''toxic'' pollution, which generally results from the use of [[toxifier generator]]s or the decay of [[toxic wastepack]]s, which are generally produced via the recharging of [[allied mechanoid|friendly mechanoid]]s. Using [[wood-fired generator]]s or [[chemfuel generator]]s does not produce pollution.&lt;br /&gt;
&lt;br /&gt;
== Creation and spread ==&lt;br /&gt;
==== Within colonies ====&lt;br /&gt;
[[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.]]&lt;br /&gt;
Each [[toxic wastepack]] that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
A [[toxifier generator]] creates 6 tiles of pollution every 3 days. &lt;br /&gt;
&lt;br /&gt;
[[Defoliator ship]]s will pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the pollution is separate and spreads much slower.&lt;br /&gt;
&lt;br /&gt;
Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).&lt;br /&gt;
&lt;br /&gt;
Pawns lingering in polluted tiles will accumulate [[Toxic buildup]] at a rate of 40% per day, assuming no [[Toxic Environment Resistance]] or [[Toxic Resistance]]. Unlike [[Toxic fallout]] or other map conditions, this is not mitigated by roofing the tile.&lt;br /&gt;
&lt;br /&gt;
==== On the World Map ====&lt;br /&gt;
Hexes on the world map can be polluted on world generation or by player action.&lt;br /&gt;
&lt;br /&gt;
Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in  splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.&lt;br /&gt;
&lt;br /&gt;
Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. &lt;br /&gt;
&lt;br /&gt;
Caravans walking through polluted terrain will accumulate [[Toxic buildup]] based on their [[Toxic Environment Resistance]] and [[Toxic Resistance]] stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).&lt;br /&gt;
&lt;br /&gt;
== Goodwill Effect ==&lt;br /&gt;
&lt;br /&gt;
Pollution can lower [[goodwill]] of other factions if the player is deemed responsible:&lt;br /&gt;
&lt;br /&gt;
* When dumping wastepacks onto an inactive world tile, such as via a [[caravan]] or [[transport pod]].&lt;br /&gt;
* When abandoning a settlement or exiting a site containing wastepacks (including [[Camping|campsites]], caravan [[Caravan#Ambush|ambush]] sites, mission sites).&lt;br /&gt;
* When abandoning a settlement or exiting a site where the pollution level is higher than it was when the world tile was initially settled on or entered.&lt;br /&gt;
* When a wastepack dissolves in any world tile which is not player-controlled.&lt;br /&gt;
&lt;br /&gt;
The affected faction is determined by the closest non-player settlement to the polluted world tile. If there are multiple factions located the same distance from the tile, a random faction is chosen among them. &lt;br /&gt;
&lt;br /&gt;
The goodwill penalty is calculated based on the distance to the faction settlement and the number of wastepacks worth of pollution created. If intact wastepacks are left behind, or a wastepack dissolves, the number of wastepacks is simply counted. If polluted tiles are left behind, the initial number of polluted tiles initially generated on the map is subtracted from the current number of polluted tiles, and divided by 6 to get the equivalent number of wastepacks.&lt;br /&gt;
&lt;br /&gt;
If a wastepack dissolves on a non player-controlled site, and the pollution isn't cleaned up, the goodwill penalty is applied twice: once immediately when the wastepack dissolves, and again after exiting the site.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement('''relationship penalty'''='''Number of wastepacks''' * '''distance coefficient'''|The distance coefficient represents the impact of the distance from the waste pod drop location to the faction position on the relationship penalty. The coefficients are as follows: 100% for 0 tiles, 50% for 1 tile, 20% for 2-4 tiles, 10% for 5-7 tiles, and 6.67% for 8-16 tiles ). Outlander and pirate factions may send a [[drop pod]] of waste back at you, while hostile factions can [[raid]] you(Probability = '''relationship penalty'''%).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = numbers and world tile and map tile effects, missing plants that can occur}}&lt;br /&gt;
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely: &lt;br /&gt;
* [[Toxipotato plant]]s;&lt;br /&gt;
* [[Devilstrand]];&lt;br /&gt;
* [[Psychoid plant]]s; and&lt;br /&gt;
* [[Gray pine tree]]s&lt;br /&gt;
&lt;br /&gt;
Having polluted tiles increases the map's overall pollution, which causes a number of effects.&lt;br /&gt;
&lt;br /&gt;
Colonists will receive [[toxic buildup]] while standing or walking on these tiles at a rate of 40% severity per day.&lt;br /&gt;
&lt;br /&gt;
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up.&lt;br /&gt;
&lt;br /&gt;
=== Acidic smog ===&lt;br /&gt;
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.&lt;br /&gt;
&lt;br /&gt;
Acidic smog covers the outdoor area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth by {{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Total antitoxic lungs]], [[Tox immunity]] or [[Breathless]]{{OdysseyIcon}} genes, having any installed [[Detoxifier lung|Detoxifier]] or [[Fleshmass lung]]s or having 100% [[Toxic Environment Resistance]] / [[Toxic Resistance]] renders immunity to the acidic smog moodlet. [[Partial antitoxic lungs]] / [[Tox resistance]] genes do not resist the acidic smog moodlet.&lt;br /&gt;
&lt;br /&gt;
Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as [[toxipotato plant|toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Pollution stimulus (gene)|Pollution stimulus]]'s effects.&lt;br /&gt;
&lt;br /&gt;
=== Insectoids ===&lt;br /&gt;
Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These cocoons will hatch if a pawn comes within a small radius of them.&lt;br /&gt;
&lt;br /&gt;
=== Pollution stimulus ===&lt;br /&gt;
{{Main|Pollution stimulus}}&lt;br /&gt;
Insects and humans with the [[Pollution stimulus (gene)|Pollution stimulus]] gene are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.&lt;br /&gt;
* Pollution stimulus (minor): &lt;br /&gt;
** Moving x110%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (moderate): &lt;br /&gt;
** Moving x115%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
* Pollution stimulus (maximum): &lt;br /&gt;
** Moving x120%&lt;br /&gt;
** Consciousness +5%&lt;br /&gt;
&lt;br /&gt;
== Pollution mitigation ==&lt;br /&gt;
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}}&lt;br /&gt;
&lt;br /&gt;
=== Cleaning polluted tiles ===&lt;br /&gt;
* Having colonists manually clean pollution via the Zoning tab. This exposes them to toxic buildup.&lt;br /&gt;
* [[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed.&lt;br /&gt;
* Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.&lt;br /&gt;
Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s, which then need to be [[Toxic_wastepack#Disposal|dealt with]] somehow.&lt;br /&gt;
&lt;br /&gt;
=== Living with pollution ===&lt;br /&gt;
* '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestige robe]] ({{+|20}}%) give [[Toxic Environment Resistance]]. This protects the user from accumulating [[toxic buildup]] as quickly.&lt;br /&gt;
* '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] ({{+|50}}% [[toxic resistance]]) and [[detoxifier lung]] ({{+|60}}% environmental resistance) will slow the effects of pollution. Two organs of the same type will stop toxic effects of pollution.&lt;br /&gt;
* '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Partial antitoxic lungs give {{+|50}}% environmental resistance. Tox immunity or Total antitoxic lungs render full immunity to pollution and acidic smog.&lt;br /&gt;
&lt;br /&gt;
Toxic resistance stacks additively with other sources of ''Toxic Resistance'', but stacks multiplicatively with Toxic ''Environment'' resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Several issues with pollution clearing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Table&amp;diff=180069</id>
		<title>Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Table&amp;diff=180069"/>
		<updated>2026-05-05T18:09:33Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Mechanics */ Improve wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Tables''' are one of the two types of [[furniture]] necessary for creating a dining [[Room stats|room]]. They come in four sizes:&lt;br /&gt;
* [[Table (1x2)]]&lt;br /&gt;
* [[Table (2x2)]]&lt;br /&gt;
* [[Table (2x4)]]&lt;br /&gt;
* [[Table (3x3)]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Tables can be built from [[Stuff]] ([[Wood]]/[[Metals]]/[[Stone]]). Tables can also be bought from [[Trade#Types_of_traders|traders]] and found in [[ruins]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
When placed adjacent to a seat, such as a [[stool]], [[dining chair]], or [[armchair]], colonists will eat their [[meal]]s at the table. This avoids giving them the {{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3}} that non-[[ascetic]]s will get otherwise, and gives them good thoughts if your dining room has high [[impressiveness]].&lt;br /&gt;
&lt;br /&gt;
Colonists more than 31 tiles away from a table-adjacent chair at the moment they decide to eat something will ignore the table and eat where they stand, suffering a -3 mood hit. Larger colonies may benefit from building a second dining room, or have scattered tables, especially next to a killbox, mining site, or [[anima tree]]{{RoyaltyIcon}} (unless you want to cut down the tree, suffer a -6 mood penalty for a while until it respawns in a more favorable position).&lt;br /&gt;
&lt;br /&gt;
Tables (and [[campfire]]s) are set by default as [[Recreation#Relaxing socially|gather spots]]. Colonists will gather here to socialize for recreation, especially when idle. This should be toggled off on all tables except for the one in a dedicated dining or recreation room. Not toggling can cause people to recreate and have parties in the middle of an ugly, dirty mining site, making everybody unhappy.&lt;br /&gt;
&lt;br /&gt;
The maximum number of diners a table can support at a time is limited only by the number of chairs that can fit around it. Multiple meals can overlap on the same section of table without issue.&lt;br /&gt;
&lt;br /&gt;
[[File:Tables-unusable.png|thumb|right|150px|Pawns will never eat at these tables since the south and west tiles of the chairs are not placed against the table.]]&lt;br /&gt;
Chairs which sit multiple pawns ([[couch]] and [[pew]]) have a quirk which prevents them from being used with tables unless the south-west tile of the chair is adjacent to the table. However this differs from the tile at the centre of the radius used by pawns searching for a table to eat at - for couches the radius is centred on the south-east tile, for pews the radius is centred on the middle tile.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Tables are useful for avoiding the -3 &amp;quot;Ate without table&amp;quot; mood debuff, making tables useful for just about any non-[[ascetic]]. Pawns following a [[rough living]] [[ideoligion]]{{IdeologyIcon}} will avoid the -3 moodlet, but can still benefit from the positive dining room moodlets.&lt;br /&gt;
&lt;br /&gt;
Tables do not conflict with [[room]] roles, so a dining room is best combined with another impressive room like a recreation room and/or [[throne room]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Pawns will often grab meals and eat without a table when working far outside. A [[nutrient paste dispenser]] will prevent this behavior, at the cost of some wasted travel time and the mood penalty of [[nutrient paste]] itself.&lt;br /&gt;
&lt;br /&gt;
=== Comparison ===&lt;br /&gt;
Larger tables are well-suited for use in your primary dining room, while smaller tables are perfect for prison cells to help keep your prisoners happy. 1x2 tables also have the most seats per resource used. All tables function more or less identically, however, and it is perfectly reasonable to choose a table size for purely aesthetic reasons.&lt;br /&gt;
&lt;br /&gt;
If you don't want to build multiple tables, you can stagger the recreation schedule of colonists to make sure they don't take all of the space on a table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_12 align-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Cost&lt;br /&gt;
! Work to build&lt;br /&gt;
! Beauty&lt;br /&gt;
! Market value&lt;br /&gt;
! Seats&lt;br /&gt;
! Mass&lt;br /&gt;
! Max hit points&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (1x2)]]&lt;br /&gt;
| {{Required Resources|Table (1x2)|simple=1}}&lt;br /&gt;
| {{ticks/seconds | {{Q|Table (1x2)|Work To Make}} }}&lt;br /&gt;
| {{Q|Table (1x2)|Beauty}}&lt;br /&gt;
| {{Market Value Calculator|Table (1x2)|Wood}} {{Icon Small|silver}}&lt;br /&gt;
| 6&lt;br /&gt;
| {{Q|Table (1x2)|Mass Base}} kg&lt;br /&gt;
| {{Q|Table (1x2)|Max Hit Points Base}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (2x2)]]&lt;br /&gt;
| {{Required Resources|Table (2x2)|simple=1}}&lt;br /&gt;
| {{ticks/seconds | {{Q|Table (2x2)|Work To Make}} }}&lt;br /&gt;
| {{Q|Table (2x2)|Beauty}}&lt;br /&gt;
| {{Market Value Calculator|Table (2x2)|Wood}} {{Icon Small|silver}}&lt;br /&gt;
| 8&lt;br /&gt;
| {{Q|Table (2x2)|Mass Base}} kg&lt;br /&gt;
| {{Q|Table (2x2)|Max Hit Points Base}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (2x4)]]&lt;br /&gt;
| {{Required Resources|Table (2x4)|simple=1}}&lt;br /&gt;
| {{ticks/seconds | {{Q|Table (2x4)|Work To Make}} }}&lt;br /&gt;
| {{Q|Table (2x4)|Beauty}}&lt;br /&gt;
| {{Market Value Calculator|Table (2x4)|Wood}} {{Icon Small|silver}}&lt;br /&gt;
| 12&lt;br /&gt;
| {{Q|Table (2x4)|Mass Base}} kg&lt;br /&gt;
| {{Q|Table (2x4)|Max Hit Points Base}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (3x3)]]&lt;br /&gt;
| {{Required Resources|Table (3x3)|simple=1}}&lt;br /&gt;
| {{ticks/seconds | {{Q|Table (3x3)|Work To Make}} }}&lt;br /&gt;
| {{Q|Table (3x3)|Beauty}}&lt;br /&gt;
| {{Market Value Calculator|Table (3x3)|Wood}} {{Icon Small|silver}}&lt;br /&gt;
| 12&lt;br /&gt;
| {{Q|Table (3x3)|Mass Base}} kg&lt;br /&gt;
| {{Q|Table (3x3)|Max Hit Points Base}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
Prior to Beta 18, tables only came in two forms: '''short table''' (2x2) and '''long table''' (2x4). These were renamed to reflect their actual sizes, and two additional sizes (1x2 and 3x3) were added.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture|#Table]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Table&amp;diff=180068</id>
		<title>Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Table&amp;diff=180068"/>
		<updated>2026-05-05T18:05:37Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Mechanics */ Explain the quirk with multi-sittable chairs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Tables''' are one of the two types of [[furniture]] necessary for creating a dining [[Room stats|room]]. They come in four sizes:&lt;br /&gt;
* [[Table (1x2)]]&lt;br /&gt;
* [[Table (2x2)]]&lt;br /&gt;
* [[Table (2x4)]]&lt;br /&gt;
* [[Table (3x3)]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Tables can be built from [[Stuff]] ([[Wood]]/[[Metals]]/[[Stone]]). Tables can also be bought from [[Trade#Types_of_traders|traders]] and found in [[ruins]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
When placed adjacent to a seat, such as a [[stool]], [[dining chair]], or [[armchair]], colonists will eat their [[meal]]s at the table. This avoids giving them the {{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3}} that non-[[ascetic]]s will get otherwise, and gives them good thoughts if your dining room has high [[impressiveness]].&lt;br /&gt;
&lt;br /&gt;
Colonists more than 31 tiles away from a table-adjacent chair at the moment they decide to eat something will ignore the table and eat where they stand, suffering a -3 mood hit. Larger colonies may benefit from building a second dining room, or have scattered tables, especially next to a killbox, mining site, or [[anima tree]]{{RoyaltyIcon}} (unless you want to cut down the tree, suffer a -6 mood penalty for a while until it respawns in a more favorable position).&lt;br /&gt;
&lt;br /&gt;
Tables (and [[campfire]]s) are set by default as [[Recreation#Relaxing socially|gather spots]]. Colonists will gather here to socialize for recreation, especially when idle. This should be toggled off on all tables except for the one in a dedicated dining or recreation room. Not toggling can cause people to recreate and have parties in the middle of an ugly, dirty mining site, making everybody unhappy.&lt;br /&gt;
&lt;br /&gt;
The maximum number of diners a table can support at a time is limited only by the number of chairs that can fit around it. Multiple meals can overlap on the same section of table without issue.&lt;br /&gt;
&lt;br /&gt;
[[File:Tables-unusable.png|thumb|right|150px|Pawns will never eat at these tables since the south and west tiles of the chairs are not adjacent.]]&lt;br /&gt;
Chairs which sit multiple pawns ([[couch]] and [[pew]]) have a quirk which prevents them from being used with tables unless the south-west tile of the chair is adjacent to the table. However this differs from the tile at the centre of the radius used by pawns searching for a table to eat at - for couches the radius is centred on the south-east tile, for pews the radius is centred on the middle tile.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Tables are useful for avoiding the -3 &amp;quot;Ate without table&amp;quot; mood debuff, making tables useful for just about any non-[[ascetic]]. Pawns following a [[rough living]] [[ideoligion]]{{IdeologyIcon}} will avoid the -3 moodlet, but can still benefit from the positive dining room moodlets.&lt;br /&gt;
&lt;br /&gt;
Tables do not conflict with [[room]] roles, so a dining room is best combined with another impressive room like a recreation room and/or [[throne room]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Pawns will often grab meals and eat without a table when working far outside. A [[nutrient paste dispenser]] will prevent this behavior, at the cost of some wasted travel time and the mood penalty of [[nutrient paste]] itself.&lt;br /&gt;
&lt;br /&gt;
=== Comparison ===&lt;br /&gt;
Larger tables are well-suited for use in your primary dining room, while smaller tables are perfect for prison cells to help keep your prisoners happy. 1x2 tables also have the most seats per resource used. All tables function more or less identically, however, and it is perfectly reasonable to choose a table size for purely aesthetic reasons.&lt;br /&gt;
&lt;br /&gt;
If you don't want to build multiple tables, you can stagger the recreation schedule of colonists to make sure they don't take all of the space on a table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_12 align-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Cost&lt;br /&gt;
! Work to build&lt;br /&gt;
! Beauty&lt;br /&gt;
! Market value&lt;br /&gt;
! Seats&lt;br /&gt;
! Mass&lt;br /&gt;
! Max hit points&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (1x2)]]&lt;br /&gt;
| {{Required Resources|Table (1x2)|simple=1}}&lt;br /&gt;
| {{ticks/seconds | {{Q|Table (1x2)|Work To Make}} }}&lt;br /&gt;
| {{Q|Table (1x2)|Beauty}}&lt;br /&gt;
| {{Market Value Calculator|Table (1x2)|Wood}} {{Icon Small|silver}}&lt;br /&gt;
| 6&lt;br /&gt;
| {{Q|Table (1x2)|Mass Base}} kg&lt;br /&gt;
| {{Q|Table (1x2)|Max Hit Points Base}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (2x2)]]&lt;br /&gt;
| {{Required Resources|Table (2x2)|simple=1}}&lt;br /&gt;
| {{ticks/seconds | {{Q|Table (2x2)|Work To Make}} }}&lt;br /&gt;
| {{Q|Table (2x2)|Beauty}}&lt;br /&gt;
| {{Market Value Calculator|Table (2x2)|Wood}} {{Icon Small|silver}}&lt;br /&gt;
| 8&lt;br /&gt;
| {{Q|Table (2x2)|Mass Base}} kg&lt;br /&gt;
| {{Q|Table (2x2)|Max Hit Points Base}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (2x4)]]&lt;br /&gt;
| {{Required Resources|Table (2x4)|simple=1}}&lt;br /&gt;
| {{ticks/seconds | {{Q|Table (2x4)|Work To Make}} }}&lt;br /&gt;
| {{Q|Table (2x4)|Beauty}}&lt;br /&gt;
| {{Market Value Calculator|Table (2x4)|Wood}} {{Icon Small|silver}}&lt;br /&gt;
| 12&lt;br /&gt;
| {{Q|Table (2x4)|Mass Base}} kg&lt;br /&gt;
| {{Q|Table (2x4)|Max Hit Points Base}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (3x3)]]&lt;br /&gt;
| {{Required Resources|Table (3x3)|simple=1}}&lt;br /&gt;
| {{ticks/seconds | {{Q|Table (3x3)|Work To Make}} }}&lt;br /&gt;
| {{Q|Table (3x3)|Beauty}}&lt;br /&gt;
| {{Market Value Calculator|Table (3x3)|Wood}} {{Icon Small|silver}}&lt;br /&gt;
| 12&lt;br /&gt;
| {{Q|Table (3x3)|Mass Base}} kg&lt;br /&gt;
| {{Q|Table (3x3)|Max Hit Points Base}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
Prior to Beta 18, tables only came in two forms: '''short table''' (2x2) and '''long table''' (2x4). These were renamed to reflect their actual sizes, and two additional sizes (1x2 and 3x3) were added.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture|#Table]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Tables-unusable.png&amp;diff=180067</id>
		<title>File:Tables-unusable.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Tables-unusable.png&amp;diff=180067"/>
		<updated>2026-05-05T17:59:44Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: Example of the quirk with multi-sittable chairs leading to unusable tables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of the quirk with multi-sittable chairs leading to unusable tables.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Meditation_throne&amp;diff=180066</id>
		<title>Meditation throne</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Meditation_throne&amp;diff=180066"/>
		<updated>2026-05-05T07:47:49Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Chair */ Grand thrones can in fact be used as regular chairs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{See also|altphrase=For other types of seats, see|Chairs}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Meditation throne&lt;br /&gt;
| image = Throne south.png&lt;br /&gt;
| description = A large, ornate chair designed for a dignity-focused psycaster to sit and meditate. Reigning on a throne is a form of meditation that builds up psyfocus. For dignity psycasters, more impressive meditation thrones and thronerooms increase the rate of psyfocus gain.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 40&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 150&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = 15&lt;br /&gt;
| comfort = 0.75&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 10000&lt;br /&gt;
| stuff tags = Metallic, Woody, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 125&lt;br /&gt;
| has quality = true&lt;br /&gt;
| room role = Throne room&lt;br /&gt;
}}&lt;br /&gt;
A '''meditation throne''' is a type of [[furniture]] which a designated noble colonist can sit on to meditate for recreation and to regain [[psyfocus]]. If placed at a [[table]], it can also be used like a regular chair - providing comfort and a place to eat and socialize. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
It can also be found for sale at [[traders]], as a [[quest]] reward, and in [[Empire]] [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A meditation throne will create a throne room. It can be used by nobles as a [[meditation focus]]; in order for the throne to be used for meditation, you must assign a noble to it. In addition, a meditation throne acts as seating, for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
The meditation throne is a Dignified meditation focus, with a base strength of +15% psyfocus / day. If it is in a [[throne room]] that meets the pawns [[Throne#Throne rooms|requirements]], its focus strength is improved by 8%. It otherwise has the exact same meditation effectiveness as the [[Grand meditation throne]], so it is more important to use the throne that meets the title's requirements. &lt;br /&gt;
&lt;br /&gt;
Additionally, both thrones' effectiveness are affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]]. A meditation throne has a maximum of +33% psyfocus / day in an Unbelievably impressive room that meets throne requirements.&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:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Impressiveness Value&lt;br /&gt;
! 0&lt;br /&gt;
! 30&lt;br /&gt;
! 60&lt;br /&gt;
! 100&lt;br /&gt;
! 170+&lt;br /&gt;
|- &lt;br /&gt;
! Description at Value&lt;br /&gt;
| Awful&lt;br /&gt;
| Mediocre&lt;br /&gt;
| Slightly Impressive&lt;br /&gt;
| Very Impressive&lt;br /&gt;
| Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Room Impressiveness | yAxisTitle = Strength Offset (%) | x = 0, 30, 60, 100, 170, 200 | y = -5, 0, 4, 8, 10, 10 | xAxisMin = 0 | xAxisMax = 200 | yAxisMin = -5 | yAxisMax = 12 | xGrid = | yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''N.B.''' The room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase.&lt;br /&gt;
&lt;br /&gt;
=== Chair ===&lt;br /&gt;
Pawns can sit at a meditation throne as a chair, including for [[table|dining]], [[television]] watching, [[research bench]]es, etc.&lt;br /&gt;
&lt;br /&gt;
All seating have a [[Comfort]] value. This is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a meditation throne with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect. Comfort varies by [[quality]] but not material. Meditation thrones of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Thrones are required for a throne room. A proper throne room is required to receive royal [[titles]] from Acolyte onwards. Without a throne, a noble will receive a {{--|6}} [[mood]]let, even if they are [[Ascetic]]. [[Titles#Baron|Barons]] or higher will need a [[grand meditation throne]] instead.&lt;br /&gt;
&lt;br /&gt;
You can combine throne rooms with Dining and Recreation rooms. This takes advantage of the high Impressiveness for all 3 rooms. If doing so, you might as well put a noble's throne in front of a [[table]] or recreation object. Note that production facilities cannot be in a non-Ascetic noble's throne room. Production facilities still need to be moved away if you want your Ascetic to accept a new [[title]].&lt;br /&gt;
&lt;br /&gt;
If spare thrones are available, such as when your noble has upgraded to the grand meditation throne, then you can place the regular meditation throne as a regular chair. You may want to keep/build a few meditation thrones if planning to take the [[Royal Ascent]] quest, as many of the Stellarch's guards will be royal psycasters.&lt;br /&gt;
&lt;br /&gt;
=== Chair ===&lt;br /&gt;
As a chair, thrones provide more comfort than [[stool]]s and [[dining chair]]s, but less than an [[armchair]]. Their only benefit over armchairs is material; armchairs require a [[textile]], while thrones can be made out of stone, wood, or metal. Compared to dining chairs, thrones have a higher [[Work To Make]] and require 70 more resources for only +0.05 more comfort. Thrones can be made out of stone, which could be useful in [[Biomes|wood-poor environment]]s. However, stone drastically increases the work required.&lt;br /&gt;
&lt;br /&gt;
Chairs in general are useful for preventing the &amp;quot;Uncomfortable&amp;quot; [[Mood#Situation Needs|mood debuff]], and can even grant mood buffs at high qualities. As long as it is being sat on, a normal [[quality]] meditation throne can maintain the {{+|6}} ''Very Comfortable'' [[mood]]let all day. Excellent quality thrones, with a comfort of 93%, will maintain {{+|10}} ''Luxuriantly Comfortable'' while being sat on. This is equal to 2 [[beer]]s a day, without the addiction chance or decreased manipulation. Excellent quality is relatively achievable - a level 13 constructor has a ~25% chance to build an excellent or better throne.&lt;br /&gt;
&lt;br /&gt;
Thus, every dining table, recreation item, and production bench that allows sitting should have at least some chair installed on them. Priority should be given to objects in continuous use, such as stoves and research benches, with less used objects such as [[poker table]]s and dining tables changed over last. However, if possible, armchairs should be used instead. &lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* ? - Renamed '''Throne''' to '''Meditation throne''', and use was changed to psycaster meditation.&lt;br /&gt;
* ? - Beauty increased from 4 to 15.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns not gaining comfort from throne while meditating.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error if cached throne becomes despawned.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Chair]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grand_meditation_throne&amp;diff=180065</id>
		<title>Grand meditation throne</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grand_meditation_throne&amp;diff=180065"/>
		<updated>2026-05-05T07:47:09Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Summary */ Grand thrones can in fact be used as regular chairs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{See also|altphrase=For other types of seats, see|Chairs}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Grand meditation throne&lt;br /&gt;
| image = Grandthrone.png&lt;br /&gt;
| description = A massive, ornate chair, designed for a dignity-focused psycaster to sit and meditate. Reigning on a throne is a form of meditation that builds up psyfocus. For dignity psycasters, more impressive meditation thrones and thronerooms increase the rate of psyfocus gain.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 2&lt;br /&gt;
| mass base = 100&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 350&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = 30&lt;br /&gt;
| comfort = 0.9&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 40000&lt;br /&gt;
| stuff tags = Metallic, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = Gold&lt;br /&gt;
| resource 2 amount = 75&lt;br /&gt;
| has quality = true&lt;br /&gt;
| room role = Throne room&lt;br /&gt;
}}&lt;br /&gt;
A '''grand meditation throne''' is a type of [[furniture]] which a designated noble colonist can sit on to meditate for recreation and to regain [[psyfocus]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
It can also be found for sale at [[traders]] and as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A grand meditation throne will create a throne room. It can be used as by nobles as a [[meditation focus]]; in order for the throne to be used for meditation, you must assign a noble to it. Specifically, grand meditation thrones are required to meet the requirements of a [[Titles#Baron|Baron]] or higher.&lt;br /&gt;
&lt;br /&gt;
In addition to meditation, grand meditation thrones can be sat on for recreation such as reading [[books]] and watching [[television]]. It can be used as seating at [[tables]] (including [[chess table]] and [[poker table]]) so long as the front-centre tile of the throne is facing the table. Note however that when a pawn is searching for a table to eat at, the search radius is calculated from the back-centre tile of the throne, which is behind the tile that the pawn will sit on. It can be used in front of [[production]] benches if the front-centre tile of the throne is aligned with the sitting position for the workbench.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
The grand meditation throne is a Dignified [[meditation focus]], with a base strength of +15% psyfocus / day. If it is in a [[throne room]] that meets the pawns [[Throne#Throne rooms|requirements]], its focus strength is improved by 8%. It otherwise has the exact same meditation effectiveness as the regular [[meditation throne]], so it is more important to use the throne that meets the title's requirements. &lt;br /&gt;
&lt;br /&gt;
Additionally, both thrones' effectiveness are affected by room [[impressiveness]]. A grand meditation throne has a maximum of +33% psyfocus / day in an Unbelievably impressive room that meets throne requirements.&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:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Impressiveness Value&lt;br /&gt;
! 0&lt;br /&gt;
! 30&lt;br /&gt;
! 60&lt;br /&gt;
! 100&lt;br /&gt;
! 170+&lt;br /&gt;
|- &lt;br /&gt;
! Description at Value&lt;br /&gt;
| Awful&lt;br /&gt;
| Mediocre&lt;br /&gt;
| Slightly Impressive&lt;br /&gt;
| Very Impressive&lt;br /&gt;
| Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Room Impressiveness | yAxisTitle = Strength Offset (%) | x = 0, 30, 60, 100, 170, 200 | y = -5, 0, 4, 8, 10, 10 | xAxisMin = 0 | xAxisMax = 200 | yAxisMin = -5 | yAxisMax = 12 | xGrid = | yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''N.B.''' The room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase.&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a grand meditation throne with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Grand meditation thrones of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
Comfort is gained while meditating on the throne, or sitting to watch television.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Grand meditation thrones are expensive and time consuming to build. They are only necessary if you want a Baron or higher. Otherwise, a regular [[meditation throne]] will give the exact same psyfocus gain to anyone of the [[Titles#Praetor|Praetor]] rank or below. The grand throne gives more comfort, but this is not usually worth the material cost or the large increase in [[wealth]]. Plus, an excellent regular throne gives the maximum {{+|10}} comfortable moodlet during meditation.&lt;br /&gt;
&lt;br /&gt;
Multiple people can share a throne room, but each noble requires a separate throne. If you are planning to [[Endings#Royal Ascent|host the High Stellarch]], then prepare another grand throne for them.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* ? - Renamed from '''Grand throne''' to '''Grand meditation throne''', and use was changed to psycaster meditation. &lt;br /&gt;
* ? - Beauty increased from 6 to 30.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns not gaining comfort from throne while meditating.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error if cached throne becomes despawned.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Chair]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Penoxycyline&amp;diff=179892</id>
		<title>Penoxycyline</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Penoxycyline&amp;diff=179892"/>
		<updated>2026-05-01T11:01:20Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Summary */ Fix disease event link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Penoxycyline&lt;br /&gt;
| image = Penoxycyline b.png&lt;br /&gt;
| description = A drug for preventing infections before they take hold. Blocks malaria, sleeping sickness, plague.{{Sic}} Must be taken every five days to remain effective.&amp;lt;br/&amp;gt;This drug only prevents new infections. It does not cure existing infections - even those that are not yet discovered.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Medical Drug&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| marketvalue = 18&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.005&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| addictiveness = 0&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Penoxycyline production&lt;br /&gt;
| work to make = 600&lt;br /&gt;
| work speed stat = Drug Synthesis Speed&lt;br /&gt;
| resource 1 = Neutroamine&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| bulk product amount = 4&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Penoxycyline&lt;br /&gt;
| drug category = Medical&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| is pleasure drug = false&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/Item/Drug/Penoxycyline&lt;br /&gt;
| label = penoxycyline&lt;br /&gt;
| parent name = MakeableDrugPillBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&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;
| prevents infection = malaria, sleeping sickness, plague&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Penoxycyline''' is a [[Medical drugs|medical]] [[drug]] for preventing [[disease]]. It protects against catching [[malaria]], [[sleeping sickness]], and the [[plague]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Note that [[Neutroamine]] can only be obtained from traders or found in cargo pods.&lt;br /&gt;
&lt;br /&gt;
It can also be [[Trade|bought]] from orbital, [[Outlander]], or [[Empire]] {{RoyaltyIcon}} traders, as well as Outlander and Empire [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Penoxycyline completely prevents users from catching any of the following [[disease]]s while its &amp;quot;high&amp;quot; is active:&lt;br /&gt;
&lt;br /&gt;
* [[Malaria]]&lt;br /&gt;
* [[Plague]]&lt;br /&gt;
* [[Sleeping sickness]] &lt;br /&gt;
&lt;br /&gt;
Despite the wording of the description, it does nothing to prevent or treat [[infection]]s, or any other diseases or ailments besides the three above. &lt;br /&gt;
&lt;br /&gt;
When the [[Events/Incidental#Disease|Disease event]] occurs, pawns that were protected from getting the disease by penoxycyline will be specifically noted as such. Penoxycyline does nothing to treat pre-existing diseases.&lt;br /&gt;
&lt;br /&gt;
Penoxycyline is not addictive and has no direct side effects. Penoxycyline ''can'' contribute to [[overdose]]s, increasing severity by 0.08-0.14 per dose consumed. This severity is not enough to cause any health effect on its own. However, it can cause minor overdoses when taken along with [[hard drugs]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Diseases usually aren't a fatal problem by the time you can get a good supply of [[neutroamine]] and have the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research. For an otherwise healthy colonist: a decent doctor, in a clean hospital, using [[herbal medicine]] or [[medicine]] is usually enough to treat the disease (so long as the colonist rests for the duration). However, this drug can still be helpful.&lt;br /&gt;
&lt;br /&gt;
Penoxycyline can reduce the time spend resting in bed, especially in tropical biomes where disease is prevalent and sleeping sickness is possible. If you don't want to use penoxycyline on every colonist, you can reserve it for your doctors. This prevents your doctors from getting sick when a disease outbreak occurs. It can also be used on sickly pawns for obvious reasons. If you can afford the neutroamine cost (and won't be using it for [[medicine]], [[wake-up]], or [[go-juice]]), then this drug is a net positive.&lt;br /&gt;
&lt;br /&gt;
While the in-game description says to ''&amp;quot;Take every five days&amp;quot;'', the effect actually lasts just over half a day longer. This gives pawns some leeway, in case colonists don't consume the pills promptly. Set a [[drug policy]] to tell the pawns to take one every 5 days and keep one in the inventory to take as soon as possible, or be cheap, set it to &amp;quot;6 days&amp;quot; and live dangerously.&lt;br /&gt;
&lt;br /&gt;
=== Doses per prevented disease ===&lt;br /&gt;
The table below shows the average number of doses of penoxycyline necessary to prevent one disease. The table assumes the next dose is taken after exactly five days. The values in brackets are for [[sickly]] pawns.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|- {{#vardefine:blockedDiseaseFraktion| {{#expr: ({{#if:{{{?Malaria}}}|{{{?Malaria}}}|0}} + {{#if:{{{?Plague}}}|{{{?Plague}}}|0}} + {{#if:{{{?Sleeping sickness}}}|{{{?Sleeping sickness}}}|0}})/ {{{?Disease commonality sum}}} }} }}&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
! {{{?Disease MTB Days}}}&lt;br /&gt;
| {{#expr: 3 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (3 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 2.5 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (2.5 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 1.3 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (1.3 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 1 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (1 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 0.95 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (0.95 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
| {{#expr: 0.9 * {{{?Disease MTB Days}}} / {{#var:blockedDiseaseFraktion}} / 5 round 1}} ({{#expr: 30 / (1 + (30 / (0.9 * {{{?Disease MTB Days}}}))) / {{#var:blockedDiseaseFraktion}} / 5 round 1}})&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome || rowspan=&amp;quot;2&amp;quot; | Disease&amp;lt;br/&amp;gt;{{MTB}} (days) !! colspan=&amp;quot;6&amp;quot; | [[Difficulty]] setting [Disease interval multiplier]&lt;br /&gt;
|- style=&amp;quot;background-color:#52a76f;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left-color:#428659;&amp;quot; | Peaceful [×3] || Community builder [×2.5] || Adventure story [×1.3] || Strive to survive [×1] || Blood and dust [×0.95] || Losing is fun [×0.9]&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Type::Biome]] [[Name::!Lake]] [[Name::!Ocean]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Disease MTB Days = ?Disease MTB Days&lt;br /&gt;
 | ?Disease commonality sum = ?Disease commonality sum&lt;br /&gt;
 | ?Malaria commonality = ?Malaria&lt;br /&gt;
 | ?Plague commonality = ?Plague&lt;br /&gt;
 | ?Sleeping sickness commonality = ?Sleeping sickness&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Penoxycyline&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Penoxycyline a.png|One penoxycyline&lt;br /&gt;
Penoxycyline b.png|Stack of penoxycyline&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added as '''Malari-block''', and only prevents [[Malaria]]&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Reworked. Renamed from '''Malari-block''' to '''Penoxycyline ''' and now prevents a wide variety of infections. Cost decreased from 5 [[neutroamine]] to 3.&lt;br /&gt;
* [[Alpha 17]] - Cost is further reduced from 3 to 2 neutroamine. It also received an overhaul, such that instead of instantly boosting disease immunity to 61%, it now provides true immunity and cannot reactively increase immunity against a disease that is already in progress.&lt;br /&gt;
&lt;br /&gt;
{{Nav|drugs|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Medical Drug]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Assign&amp;diff=179729</id>
		<title>Assign</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Assign&amp;diff=179729"/>
		<updated>2026-04-27T16:19:32Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Food policies */ Need to verify prisoner behaviour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The Assign screen allows to set policies to control your pawn's use of colony resources. It has the following sections:&lt;br /&gt;
[[File:Mainmenu_assign.png|600px|thumb|left|Assign tab displaying most of its features.]] &lt;br /&gt;
{{Clear}}&lt;br /&gt;
== Ideoligion ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Only present if the [[Ideology DLC]] is active and the &amp;quot;Ideology system inactive&amp;quot; option was not chosen, this column indicates the pawn's [[Ideoligion]] with each ideoligion's icon, and allows the pawn list to be sorted by it. Pressing the icon will open up the ideoligion menu with the details of the selected ideoligion.&lt;br /&gt;
&lt;br /&gt;
== Xenotype==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Only present if the [[Biotech DLC]] is active, this column indicates the pawn's [[xenotype]] with each xenotype's icon, and allows the pawn list to be sorted by it.&lt;br /&gt;
&lt;br /&gt;
== Hostility response ==&lt;br /&gt;
{{stub|section=1|reason=Mechanical details. How close to enemies to flee/attack, will they ignore even when engaged in melee, what about if blocking them in etc.}}&lt;br /&gt;
Sets each colonist's behavior when enemies are nearby. This setting is also available on the colonist's inspect pane. Melee colonist in attack mode attack enemies within a radius of 8 cells inclusive pawns. Ranged colonists in attack mode attack enemies within a radius that is approximately 70% of the weapons maximum range up to a max of about 20 cells. Pawns incapable of violence will not have &amp;quot;Attack&amp;quot; as an option.&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:Flee hostility response.png|16px]]  || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Flee (default)&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Attack hostility response.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Attack&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Ignore hostility response.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Ignore&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Medical care ==&lt;br /&gt;
[[File:Medicine defaults.png|200px|right|Default Medical settings.]] &lt;br /&gt;
{{See also|Doctoring#Treatment options{{!}}Doctoring}}&lt;br /&gt;
Sets the best medicine types a [[Work#Doctor|Doctor]] will use when treating, or performing [[surgery]] on, a pawn. The highest tier allowed will always be used, even for minor injuries and treatments. If the requested tier cannot be retrieved by the doctor for any reason, the next tier down will be tried, and so on. The default setting can be adjusted at the &amp;quot;Defaults&amp;quot; button next to the medical quality level on a pawn's health tab.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Most [[operation]]s require medicine - if a pawn is set to no medicine, or none is available, the operations in question will not be performed.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:No medical care.png|16px|link=Medical]]        || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | No medical care&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:Doctor_care_but_no_medicine.png|16px|link=Medical]]        || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Doctoring|Doctor care]], but no medicine&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Herbal medicine.png|16px|link=Herbal medicine]]             || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Herbal medicine]] or worse&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Medicine industrial a.png|16px|link=Medicine]]              || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Industrial-tech [[Medicine]] or worse&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Glitterworld_medicine.png|16px|link=Glitterworld medicine]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Glitterworld medicine|Best quality medicine]]&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Change Defaults&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Apparel policies ==&lt;br /&gt;
[[File:Apparel Policies.png|thumb|300px|left|Apparel policies table.]] &lt;br /&gt;
{{See also|Apparel}}&lt;br /&gt;
Allows the player to manage [[apparel]] profiles. Colonists will automatically don the best apparel possible per their assigned outfit and according to the weather. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel.&lt;br /&gt;
&lt;br /&gt;
If the player forces a colonist to wear a piece of apparel, the colonist will never remove it until the manual assignment is cleared, the apparel runs out of HP, or the colonist is forced to wear different apparel on the same body part. In the Gear tab on the pawn inspect pane, manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.&lt;br /&gt;
&lt;br /&gt;
There are several default outfits as follows:&lt;br /&gt;
:* '''Anything:''' Allows literally any apparel, included [[tainted]] apparel. &lt;br /&gt;
:* '''Nudist:''' Allows only untainted headgear and [[utility]] items. A [[nudist]] does not consider those items to be clothing and will still get the appropriate +20 mood buff.&lt;br /&gt;
:* '''Worker:''' Excludes any type of armor but allows most everything else.&lt;br /&gt;
:* '''Soldier:''' Includes armor and clothing suited for cold weather.&lt;br /&gt;
The player may modify these outfits or create their own.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Food policies == &lt;br /&gt;
[[File:Food Policies.png|thumb|300px|right|Food policies]] &lt;br /&gt;
{{Stub|section=1|reason=Describe the options and how exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too? Will pawns drop a simple meal for a newly cooked lavish meal? [[Version/1.3.3200|1.3.3200]] says &amp;quot;Food restrictions are automatically applied to pawns from ideoligions that require a specific food type&amp;quot; - how does this work specifically}}&lt;br /&gt;
Food policies allow the player to edit and set food policies for different colonists. The default food restriction policy, named Lavish, allows pawns to consume meals of all qualities, pemmican, chocolate, or raw food (if accessible) and forbids human meat and insect meat.&lt;br /&gt;
&lt;br /&gt;
Hungry Pawns attempt to eat the food that grants them the most mood that they are allowed to eat. If multiple foods grant the same mood the colonist will eat the closest. If the colonist has a meal in their inventory and is starving (below 12.5% food saturation), or if their desired meal is more than approximately 90 cells away, they will eat the meal from their inventory regardless of the inventory meal's quality. After eating, a colonist attempts to refill their food inventory slot with the meal that grants them the most mood allowed by their food restriction.&lt;br /&gt;
&lt;br /&gt;
There are several default food restrictions as follows:&lt;br /&gt;
:* '''Lavish:''' All food types allowed, except [[hemogen pack]]s.{{BiotechIcon}} &lt;br /&gt;
:* '''Fine:''' All food types except [[lavish meal]]s, [[carnivore lavish meal]]s, [[vegetarian lavish meal]]s, and hemogen packs{{BiotechIcon}} allowed.&lt;br /&gt;
:* '''Simple:''' All food types except [[packaged survival meal]]s, fine meals, [[carnivore fine meal]]s, vegetarian fine meals, lavish meals, carnivore lavish meals, vegetarian lavish meals, and hemogen packs{{BiotechIcon}} allowed.&lt;br /&gt;
:* '''Paste:''' Hemogen packs{{BiotechIcon}} and all meals disallowed except [[nutrient paste meal]]s. All other food types allowed. &lt;br /&gt;
:* '''Raw:''' [[Chocolate]], [[insect jelly]], [[pemmican]], hemogen packs,{{BiotechIcon}} and all meals disallowed. All other food types allowed, including other animal products.&lt;br /&gt;
:* '''Nothing:''' All food types disallowed.&lt;br /&gt;
:* '''Vegetarian:''' Corpses, raw meat, carnivore fine meals, carnivore lavish meals, pemmican, [[kibble]], and hemogen packs{{BiotechIcon}} as well as meals with appetizing meat, human meat, or insect meat disallowed. All other food types allowed. &lt;br /&gt;
:* '''Carnivore:''' [[Human meat]], human [[corpse]]s, all raw vegetables, plants, plant matter, vegetarian fine meals, vegetarian meals, [[hay]], [[baby food]],{{BiotechIcon}} hemogen packs{{BiotechIcon}} are disallowed as well as otherwise vegetarian meals and meals with human or insect meat . All other food types allowed. &lt;br /&gt;
:* '''Cannibal:''' Non-human [[corpse]]s, [[ambrosia]], all raw food except for human meat, plants, plant matter, vegetarian fine meals, vegetarian meals, [[hay]], [[baby food]],{{BiotechIcon}} hemogen packs{{BiotechIcon}} are disallowed as well as otherwise vegetarian meals and meals with appetising or insect meat. All other food types allowed. &lt;br /&gt;
:* '''Insect meat:''' [[Human meat]], non-[[insectoid]] [[corpse]]s, all raw vegetables, all raw meat except for insect meat, plants, plant matter, vegetarian fine meals, vegetarian meals, [[hay]], [[baby food]],{{BiotechIcon}} hemogen packs{{BiotechIcon}} are disallowed as well as otherwise vegetarian meals and meals with appetising or human meat. All other food types allowed. &lt;br /&gt;
&lt;br /&gt;
The player may modify these restriction presets or create their own.&lt;br /&gt;
&lt;br /&gt;
Colonists in a [[Mental break]] ignore food policies (if their particular type of mental break allows them to eat at all), instead behaving as if their policy allows all food types. [[Prisoners]] also ignore food policies {{Check Tag|Verify|Casual observations indicate that food policies might still affect prisoner behaviour in some way.}} - their assigned policy instead determines what food types will be delivered/fed to them by wardens. Wardens ignore food policies when delivering food to prisoners who are in a mental break, however this is most likely a bug.&lt;br /&gt;
&lt;br /&gt;
== Drug policies == &lt;br /&gt;
[[File:Drug Policies.png|300px|left|Drug policies tab.]] &lt;br /&gt;
{{stub|section=1|reason=Insufficient detail on the options and how they're implemented mechanically}}&lt;br /&gt;
Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist. &lt;br /&gt;
&lt;br /&gt;
Note: Pawns on a [[Mental break|drug binge]] may ignore these restrictions and take drugs at will. Pawns on a [[mental break|food binge]] may take drugs for recreation regardless of player settings. Pawns with [[chemical fascination]] or [[chemical interest]] traits are treated as always having &amp;quot;Take drugs for recreation&amp;quot; and &amp;quot;Take drugs for addiction&amp;quot; enabled regardless of setting. If a colonist has drug-related trait it is conveniently noted on the drug policy.&lt;br /&gt;
&lt;br /&gt;
Pawns can also be told to keep a certain number of doses for each individual drug type. NOTE: Sometimes colonists do not put appropriate drugs in their inventory and the reason why is currently unknown.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;For Addiction&amp;quot;, &amp;quot;For Recreation&amp;quot; and &amp;quot;Scheduled&amp;quot; check boxes have &amp;quot;OR&amp;quot; functionality. The &amp;quot;Scheduled&amp;quot; options of &amp;quot;Frequency&amp;quot;, &amp;quot;Only if mood below&amp;quot; and &amp;quot;Only if recreation below&amp;quot; sliders have &amp;quot;AND&amp;quot; functionality. The &amp;quot;Scheduled&amp;quot; &amp;quot;Frequency&amp;quot; option uses the time since last ingestion and not the time of &amp;quot;last scheduled ingestion&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A drug set to &amp;quot;For Recreation&amp;quot; can be taken anytime the colonist does Recreation. A drug held in inventory will aways be preferred when taken &amp;quot;For Recreation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are several default drug policies as follows:&lt;br /&gt;
:* '''No drugs:''' No drugs to be kept in inventory. All drugs for addictions. No drugs for recreation. No drugs scheduled. &lt;br /&gt;
:* '''Social drugs:''' No drugs to be kept in inventory. All drugs except for [[beer]] and [[smokeleaf joint]]s for addictions. Beer and smokeleaf joints available for recreation. No drugs scheduled. Despite also being [[social drugs]], [[ambrosia]] and [[psychite tea]] are excluded from this policy.&lt;br /&gt;
:* '''One drink per day:''' No drugs to be kept in inventory. All drugs except for [[beer]] and [[smokeleaf joint]]s for addictions. Beer and smokeleaf joints available for recreation. Beer scheduled for use once per day, at any recreation or mood level.&lt;br /&gt;
:* '''Unrestricted:''' No drugs to be kept in inventory. All drugs for addictions. All drugs for recreation. No drugs scheduled. &lt;br /&gt;
&lt;br /&gt;
The player may modify these policies or create their own.&lt;br /&gt;
&lt;br /&gt;
== Reading policies ==&lt;br /&gt;
[[File:Reading policies window.png|300px|right|Reading policies tab with the Anomaly DLC enabled]] &lt;br /&gt;
{{Stub|section=1|reason=No mechanical detail.}}&lt;br /&gt;
&lt;br /&gt;
There are several default book restrictions as follows:&lt;br /&gt;
:* '''Anything:''' Allows the pawn to read any type of book, regardless of associated [[skill]], [[research]] or [[mental break]] risk. &lt;br /&gt;
:* '''Textbooks:''' Allows the pawn to read only [[textbook]]s, but places no limitations on selection beyond the type.  &lt;br /&gt;
:* '''Schematics:''' Allows the pawn to read only [[schematic]]s, but places no limitations on selection beyond the type.  &lt;br /&gt;
:* '''Novels:''' Allows the pawn to read only [[novel]]s, but places no limitations on selection beyond the type.   &lt;br /&gt;
:* '''Tomes:'''{{AnomalyIcon}} Allows the pawn to read only [[tome]]s,{{AnomalyIcon}} but places no limitations on selection beyond the type.&lt;br /&gt;
:* '''None:''' Does not allow the pawn to read any book type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Reading Policies.png|The interface without the [[Anomaly DLC]]. Note the absence of tomes and the mental break chance slider.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Carry medicine == &lt;br /&gt;
Players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-3. This allows drafted doctors to quickly stabilize a pawn on the battlefield using medicine.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Herbal medicine.png|16px|link=Herbal medicine]]             || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Herbal medicine]]&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Medicine industrial a.png|16px|link=Medicine]]              || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Medicine]]&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Glitterworld_medicine.png|16px|link=Glitterworld medicine]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Glitterworld medicine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Threat response mode added - Decide how colonists should auto-respond to threats: flee, attack, or ignore.&lt;br /&gt;
* Beta 19/1.0 - Added medical care column to the Assign tab.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Food restrictions are automatically applied to pawns from ideoligions that require a specific food type. Added food restrictions for meat or veg only meals, insect meat, and cannibal food.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: [[torture crown]]{{IdeologyIcon}} is automatically allowed by colonists' clothing restrictions.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Drug take to inventory in policy can exceed def-defined limit.&lt;br /&gt;
* Sometime after [[Version/1.4.3580|1.4.3580]] - Outfits renamed to apparel policies and food restriction renamed to food policies.&lt;br /&gt;
* ? - Reading policies added.&lt;br /&gt;
* ? - Threat response renamed to Hostility response.&lt;br /&gt;
* ? - Threat/Hostility response icons updated.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The default &amp;quot;paste&amp;quot; food policy now excludes pemmican by default. Fix: Health slider in apparel policies now rounds to nearest percentage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ReactUndraftedFlee.png |Flee threat response icon from at the latest December 2016 to at the latest October 2024.&lt;br /&gt;
ReactUndraftedAttack.png|Attack threat response icon from at the latest December 2016 to at the latest October 2024.&lt;br /&gt;
ReactUndraftedIgnore.png|Ignore threat response icon from at the latest December 2016 to at the latest October 2024.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sleep_furniture&amp;diff=179673</id>
		<title>Sleep furniture</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sleep_furniture&amp;diff=179673"/>
		<updated>2026-04-25T08:41:43Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Mechanics */ Explain how sleeping on the ground works&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Its half complete?}}&lt;br /&gt;
'''Sleep furniture''' refers to all the [[buildings]], [[spot]]s, and [[furniture]] that allow pawns to [[sleep]] on them to provide additional [[Rest Effectiveness]], [[Comfort]], and [[Surgery Success Chance Factor]].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This term is never used in-game. It is used here only to discuss the general class of similar objects without being confused for specific examples, such as [[bed]], or implicitly excluding other classes of furniture for sleeping, such as [[sleeping spot]]s or [[bedroll]]s.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
The following are the current examples present in game:&lt;br /&gt;
&amp;lt;ul class=ul-column-width-200&amp;gt;&amp;lt;li&amp;gt;{{#ask: [[Name::!~Animal*]] [[Rest Effectiveness::+]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animals equivalents are:&lt;br /&gt;
&amp;lt;ul class=ul-column-width-200&amp;gt;&amp;lt;li&amp;gt;{{#ask: [[Name::~Animal*]] [[Rest Effectiveness::+]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sleep furniture facilities are:&lt;br /&gt;
* [[Dresser]] (for {{#ask: [[Facility::Dresser]] | format = template | template = DLC Icons | link = none | sep = ,&amp;amp;nbsp; | sort = From DLC, Name}})&lt;br /&gt;
* [[End table]] (for {{#ask: [[Facility::End table]] | format = template | template = DLC Icons | link = none | sep = ,&amp;amp;nbsp; | sort = From DLC, Name}})&lt;br /&gt;
* [[Vitals monitor]] (for {{#ask: [[Facility::Vitals monitor]] | format = template | template = DLC Icons | link = none | sep = ,&amp;amp;nbsp; | sort = From DLC, Name}})&lt;br /&gt;
* [[Sleep accelerator]]{{IdeologyIcon}} (for {{#ask: [[Facility::Sleep accelerator]] | format = template | template = DLC Icons | link = none | sep = ,&amp;amp;nbsp; | sort = From DLC, Name}})&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Colonists will sleep on a piece of sleep furniture that they are assigned to, according to their [[schedule]]. If unassigned, colonists will automatically assign themselves to an available piece of furniture. This can be overridden with the ''&amp;quot;Set owner&amp;quot;'' button. Rooms will turn into a bedroom if there is 1 item of sleep furniture, or a barracks if there are multiple. Colonists prefer separate bedrooms, and receive [[mood]]lets depending on how [[room stats|Impressive]] their room is. Impressiveness is based on [[Wealth]], [[Space]], [[Beauty]], and [[Cleanliness]].&lt;br /&gt;
&lt;br /&gt;
Sleep furniture can also be assigned to a special purpose:&lt;br /&gt;
*'''For Colonists:''' Reserve for [[colonists]]. Colonists will only automatically assign themselves to sleep furniture designated like this. This is the default option but swapping back from the other options below will require selecting this mode. They are colored green.&lt;br /&gt;
*'''For Prisoner:''' Reserve for [[prisoner]]s, creating a [[prison]]. Prison beds must be in an enclosed [[room]] (walls, doors, and other impassible objects count). Colonists and prisoners can't share the same room; when one is set to prisoner, all sleep furniture in the room is set to prisoner. There must be an empty prison piece of sleep furniture in order to capture prisoners or arrest pawns. They are colored orange.&lt;br /&gt;
*'''For Slave:'''{{IdeologyIcon}} Reserve for [[slave]]s. Unlike prisoners, colonists and slaves can sleep in the same room, though colonists get a {{--|3}} moodlet for doing so. They are colored yellow.&lt;br /&gt;
*'''Medical:''' Removes ownership. Pawns will rest in medical sleep furniture whenever they are [[sick]] or [[injury|injured]], and rescuers will prioritize bringing a pawn to them. Selecting colonists and slaves that are sick, injured, or have an operation scheduled allows them to be ordered to ''&amp;quot;rest until healed&amp;quot;'' via the right click menu of a medical bed. The pawn 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. Does not overwrite bed designation - a medical bed can be for colonists, prisoners, or slaves. They are colored blue.&lt;br /&gt;
&lt;br /&gt;
If a pawn cannot reach any suitable sleep furniture they will instead search for a space on the ground within a 12 tile radius to sleep. Certain [[terrain]] types are not considered valid to sleep on without furniture, these are: [[Mud]], [[Water]] (any depth, including toxic water and hot spring water), [[Marsh]], Insect sludge, Space and Lava. Multiple pawns cannot sleep on the same tile. Aside from these two rules, there are no special restrictions for selecting a ground tile to sleep on - in particular, pawns may sleep on passable buildings, on [[fences]], on [[Chunk|chunks]], on [[Campfire|Campfires]], in open [[Door|doorways]], and on [[traps]]. If a pawn cannot find furniture or ground space to sleep on they will simply not sleep. When a pawn collapses from [[Thoughts#Exhaustion|Exhaustion]], the usual criteria for ground sleeping is disregarded, instead the pawn will sleep on whatever tile they happen to occupy, which may include the aforementioned invalid terrain types. However, it is still impossible to share a tile with another sleeping pawn, and if the only available tile is occupied, the collapsing pawn will stay awake.&lt;br /&gt;
&lt;br /&gt;
=== Sharing beds ===&lt;br /&gt;
Some sleep furniture can have two pawns sleep on them at the same time and can be assigned to up to two pawns at a time. These are all 2-tiles wide and 2-tiles long and, with some exceptions, are typically denoted with the word &amp;quot;double&amp;quot; in the name. These include:&lt;br /&gt;
* [[Double bed]]&lt;br /&gt;
* [[Royal bed]]&lt;br /&gt;
* [[Double bedroll]]&lt;br /&gt;
* [[Double sleeping spot]]&lt;br /&gt;
* [[Slab double bed]]{{IdeologyIcon}}&lt;br /&gt;
* [[Rusted double bed]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Pawns dislike sharing a bed with others that they are not in a [[Romance|relationship]] with, and experience a mood penalty{{Check Tag|Details|Use thought template}} dependent on their [[opinion]] of the pawn they are sharing the bed with ranging from {{--|10}} at {{--|100}} opinion, increasing by {{+|1}} for every {{+|20}} opinion to a maximum of '''-0''' mood at {{+|100}} opinion. &lt;br /&gt;
&lt;br /&gt;
Pawns do not require sleeping in the same bed as the pawn they are in a relationship with to avoid a mood penalty,{{Check Tag|Details|Use thought template}} simply having a bed in the same room as the their partner's bed is sufficient, however sharing a bed is required for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
&lt;br /&gt;
=== Surgery Success Chance Factor ===&lt;br /&gt;
&lt;br /&gt;
=== Deathrest ===&lt;br /&gt;
{{Biotech|section =1}}&lt;br /&gt;
{{stub|section=1|reason =general}}&lt;br /&gt;
{{Main|Deathrest}}&lt;br /&gt;
Pawns can [[deathrest]] on all sleeping furniture that is under a [[roof]].&lt;br /&gt;
&lt;br /&gt;
{{Deathrest Time Table}}&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Furniture&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border:#428659 1px; border-style: none solid none none;&amp;quot; | Resources to make&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rest effectiveness&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border:#428659 1px; border-style: none none none solid;&amp;quot; | Surgery Success Chance Factor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border:#428659 1px; border-style: none solid none none;&amp;quot; | Immunity Gain Speed Factor&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Comfort&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border:#428659 1px; border-style: none none none solid;&amp;quot; | Facilities&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Has quality{{Ref label|Quality|A}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Normal&amp;lt;br/&amp;gt;(made from {{Icon Small|Stone blocks}})&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | With {{Icon Small|Sleep accelerator}}&amp;lt;br/&amp;gt;(made from {{Icon Small|Stone blocks}})&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; | With {{Icon Small|Dresser}} OR {{Icon Small|End table}}&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; | With {{Icon Small|Dresser}} AND {{Icon Small|End table}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Rest Effectiveness::+]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Resource 1 = ?R1&lt;br /&gt;
 | ?Rest Effectiveness = ?Rest&lt;br /&gt;
 | ?Stuff Tags = ?Stuff&lt;br /&gt;
 | ?Surgery Success Chance Factor = ?Surgery&lt;br /&gt;
 | ?Immunity Gain Speed Factor = ?Immunity&lt;br /&gt;
 | ?Comfort Base = ?Comfort&lt;br /&gt;
 | ?Facility = ?Facility&lt;br /&gt;
 | ?Has Quality = ?Quality&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Sleep Furniture Table Row&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Note|Quality|A}} For the effects of qualities, see [[quality]] or the individual pages.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture|#Sleep furniture]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sleep_furniture&amp;diff=179672</id>
		<title>Sleep furniture</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sleep_furniture&amp;diff=179672"/>
		<updated>2026-04-25T06:59:24Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Mechanics */ Fix weird choice of words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Its half complete?}}&lt;br /&gt;
'''Sleep furniture''' refers to all the [[buildings]], [[spot]]s, and [[furniture]] that allow pawns to [[sleep]] on them to provide additional [[Rest Effectiveness]], [[Comfort]], and [[Surgery Success Chance Factor]].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This term is never used in-game. It is used here only to discuss the general class of similar objects without being confused for specific examples, such as [[bed]], or implicitly excluding other classes of furniture for sleeping, such as [[sleeping spot]]s or [[bedroll]]s.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
The following are the current examples present in game:&lt;br /&gt;
&amp;lt;ul class=ul-column-width-200&amp;gt;&amp;lt;li&amp;gt;{{#ask: [[Name::!~Animal*]] [[Rest Effectiveness::+]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animals equivalents are:&lt;br /&gt;
&amp;lt;ul class=ul-column-width-200&amp;gt;&amp;lt;li&amp;gt;{{#ask: [[Name::~Animal*]] [[Rest Effectiveness::+]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sleep furniture facilities are:&lt;br /&gt;
* [[Dresser]] (for {{#ask: [[Facility::Dresser]] | format = template | template = DLC Icons | link = none | sep = ,&amp;amp;nbsp; | sort = From DLC, Name}})&lt;br /&gt;
* [[End table]] (for {{#ask: [[Facility::End table]] | format = template | template = DLC Icons | link = none | sep = ,&amp;amp;nbsp; | sort = From DLC, Name}})&lt;br /&gt;
* [[Vitals monitor]] (for {{#ask: [[Facility::Vitals monitor]] | format = template | template = DLC Icons | link = none | sep = ,&amp;amp;nbsp; | sort = From DLC, Name}})&lt;br /&gt;
* [[Sleep accelerator]]{{IdeologyIcon}} (for {{#ask: [[Facility::Sleep accelerator]] | format = template | template = DLC Icons | link = none | sep = ,&amp;amp;nbsp; | sort = From DLC, Name}})&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Colonists will sleep on a piece of sleep furniture that they are assigned to, according to their [[schedule]]. If unassigned, colonists will automatically assign themselves to an available piece of furniture. This can be overridden with the ''&amp;quot;Set owner&amp;quot;'' button. Rooms will turn into a bedroom if there is 1 item of sleep furniture, or a barracks if there are multiple. Colonists prefer separate bedrooms, and receive [[mood]]lets depending on how [[room stats|Impressive]] their room is. Impressiveness is based on [[Wealth]], [[Space]], [[Beauty]], and [[Cleanliness]].&lt;br /&gt;
&lt;br /&gt;
Sleep furniture can also be assigned to a special purpose:&lt;br /&gt;
*'''For Colonists:''' Reserve for [[colonists]]. Colonists will only automatically assign themselves to sleep furniture designated like this. This is the default option but swapping back from the other options below will require selecting this mode. They are colored green.&lt;br /&gt;
*'''For Prisoner:''' Reserve for [[prisoner]]s, creating a [[prison]]. Prison beds must be in an enclosed [[room]] (walls, doors, and other impassible objects count). Colonists and prisoners can't share the same room; when one is set to prisoner, all sleep furniture in the room is set to prisoner. There must be an empty prison piece of sleep furniture in order to capture prisoners or arrest pawns. They are colored orange.&lt;br /&gt;
*'''For Slave:'''{{IdeologyIcon}} Reserve for [[slave]]s. Unlike prisoners, colonists and slaves can sleep in the same room, though colonists get a {{--|3}} moodlet for doing so. They are colored yellow.&lt;br /&gt;
*'''Medical:''' Removes ownership. Pawns will rest in medical sleep furniture whenever they are [[sick]] or [[injury|injured]], and rescuers will prioritize bringing a pawn to them. Selecting colonists and slaves that are sick, injured, or have an operation scheduled allows them to be ordered to ''&amp;quot;rest until healed&amp;quot;'' via the right click menu of a medical bed. The pawn 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. Does not overwrite bed designation - a medical bed can be for colonists, prisoners, or slaves. They are colored blue.&lt;br /&gt;
&lt;br /&gt;
=== Sharing beds ===&lt;br /&gt;
Some sleep furniture can have two pawns sleep on them at the same time and can be assigned to up to two pawns at a time. These are all 2-tiles wide and 2-tiles long and, with some exceptions, are typically denoted with the word &amp;quot;double&amp;quot; in the name. These include:&lt;br /&gt;
* [[Double bed]]&lt;br /&gt;
* [[Royal bed]]&lt;br /&gt;
* [[Double bedroll]]&lt;br /&gt;
* [[Double sleeping spot]]&lt;br /&gt;
* [[Slab double bed]]{{IdeologyIcon}}&lt;br /&gt;
* [[Rusted double bed]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Pawns dislike sharing a bed with others that they are not in a [[Romance|relationship]] with, and experience a mood penalty{{Check Tag|Details|Use thought template}} dependent on their [[opinion]] of the pawn they are sharing the bed with ranging from {{--|10}} at {{--|100}} opinion, increasing by {{+|1}} for every {{+|20}} opinion to a maximum of '''-0''' mood at {{+|100}} opinion. &lt;br /&gt;
&lt;br /&gt;
Pawns do not require sleeping in the same bed as the pawn they are in a relationship with to avoid a mood penalty,{{Check Tag|Details|Use thought template}} simply having a bed in the same room as the their partner's bed is sufficient, however sharing a bed is required for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
&lt;br /&gt;
=== Surgery Success Chance Factor ===&lt;br /&gt;
&lt;br /&gt;
=== Deathrest ===&lt;br /&gt;
{{Biotech|section =1}}&lt;br /&gt;
{{stub|section=1|reason =general}}&lt;br /&gt;
{{Main|Deathrest}}&lt;br /&gt;
Pawns can [[deathrest]] on all sleeping furniture that is under a [[roof]].&lt;br /&gt;
&lt;br /&gt;
{{Deathrest Time Table}}&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Furniture&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border:#428659 1px; border-style: none solid none none;&amp;quot; | Resources to make&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rest effectiveness&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border:#428659 1px; border-style: none none none solid;&amp;quot; | Surgery Success Chance Factor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border:#428659 1px; border-style: none solid none none;&amp;quot; | Immunity Gain Speed Factor&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Comfort&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border:#428659 1px; border-style: none none none solid;&amp;quot; | Facilities&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Has quality{{Ref label|Quality|A}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Normal&amp;lt;br/&amp;gt;(made from {{Icon Small|Stone blocks}})&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | With {{Icon Small|Sleep accelerator}}&amp;lt;br/&amp;gt;(made from {{Icon Small|Stone blocks}})&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; | With {{Icon Small|Dresser}} OR {{Icon Small|End table}}&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; | With {{Icon Small|Dresser}} AND {{Icon Small|End table}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Rest Effectiveness::+]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Resource 1 = ?R1&lt;br /&gt;
 | ?Rest Effectiveness = ?Rest&lt;br /&gt;
 | ?Stuff Tags = ?Stuff&lt;br /&gt;
 | ?Surgery Success Chance Factor = ?Surgery&lt;br /&gt;
 | ?Immunity Gain Speed Factor = ?Immunity&lt;br /&gt;
 | ?Comfort Base = ?Comfort&lt;br /&gt;
 | ?Facility = ?Facility&lt;br /&gt;
 | ?Has Quality = ?Quality&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Sleep Furniture Table Row&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Note|Quality|A}} For the effects of qualities, see [[quality]] or the individual pages.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture|#Sleep furniture]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rest&amp;diff=179671</id>
		<title>Rest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rest&amp;diff=179671"/>
		<updated>2026-04-25T06:53:06Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* See also */ Link to the sleep furniture article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=[[Circadian assistant]],{{RoyaltyIcon}} [[Sleep accelerator]],{{IdeologyIcon}} [[Genes#Sleep|Sleep gene]] {{BiotechIcon}} effects should be reflect in math. List of things that affect the numbers ala Capacities and Stats. Below approximately 2 hours of sleep, pawns dont get the moodlet from their room - unknown if thats per sitting or per day, but it should be considered when compsring no sleep/circ half cyclers vs stacking reductions. half cylcer, never sleep and body mastery as removal}}&lt;br /&gt;
'''Rest''' is the game mechanic that controls [[Characters]]' [[needs]] for sleep. A character with a higher rest value has slept recently, and is less tired than another character with a low rest level.&lt;br /&gt;
&lt;br /&gt;
== Levels of Rest ==&lt;br /&gt;
Characters' rest level is grouped into four thresholds: Rested, Tired, Very Tired, and Exhausted. Each threshold exhibits different effects on a character. A pawn that is tired will have lowered [[mood]], and have a lowered [[Immunity Gain Speed]] against [[disease]]s. Sleep does not impact any sort of work- or combat- related stat.&lt;br /&gt;
&lt;br /&gt;
The rest levels are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Label&lt;br /&gt;
! Rest&lt;br /&gt;
! Mood Debuff&lt;br /&gt;
! Immunity Speed&lt;br /&gt;
! Thought&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Exhaustion|Rested]]&lt;br /&gt;
| &amp;gt;= 28%&lt;br /&gt;
| ''None''&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Exhaustion|Drowsy]]&lt;br /&gt;
| &amp;gt;=14% and &amp;lt;28%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|x96%}}&lt;br /&gt;
| I haven't slept in a while. It's hard to keep focus.&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Exhaustion|Tired]]&lt;br /&gt;
| &amp;gt;=1% and &amp;lt;14%&lt;br /&gt;
| {{--|12}}&lt;br /&gt;
| {{Bad|x92%}}&lt;br /&gt;
| I'm so tired. I just want to lay down and rest for a few minutes...&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Exhaustion|Exhausted]]&lt;br /&gt;
| &amp;lt;=1%&lt;br /&gt;
| {{--|18}}&lt;br /&gt;
| {{Bad|x80%}}&lt;br /&gt;
| I'm so exhausted I can barely stand. My eyelids have lead weights on them. Let me sleep...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rest caps at 0% and 100%. When a character's rest level is 0, they may collapse from exhaustion; they will immediately begin sleeping on the ground wherever they are. [[Draft]]ing will wake them up immediately.&lt;br /&gt;
&lt;br /&gt;
== Rest Changes ==&lt;br /&gt;
==== Negative ====&lt;br /&gt;
When awake, rest goes down every 150 ticks (1/400 of a game day) depending on the character's current rest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Threshold range&lt;br /&gt;
! Rest change per 150 ticks&lt;br /&gt;
! Rest change per game day&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no rest is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no rest is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% rest&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no rest is gained and the starting rest is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% rest&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no rest is gained and the starting rest is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Rested &lt;br /&gt;
| 100% - 28%&lt;br /&gt;
| {{#expr: 150 * 1.5833333*(10^-5) * 1 * 100 round 3}}% &amp;lt;!--RestFallPerTick has eqn of 1.5833333E-05f * this.RestFallFactor; x150 for 150ticks, x100 to convert into percentage--&amp;gt;&lt;br /&gt;
| {{#expr: 60000 * 1.5833333*(10^-5) * 1 * 100 round 0}}% &amp;lt;!--RestFallPerTick has eqn of 1.5833333E-05f * this.RestFallFactor; x60000 for number of ticks in a day, x100 to convert into percentage--&amp;gt;&lt;br /&gt;
| {{Ticks|{{#expr: 72/(1.5833333*(10^-5) * 1 * 100) round 0}} }} &amp;lt;!--72% of the bar/percentage per tick = ticks--&amp;gt;&lt;br /&gt;
| {{#expr: (72/(1.5833333*(10^-5) * 1 * 100))/2500 round 3}} hours &amp;lt;!--ticks/2500 ticks per hour = hours--&amp;gt;&lt;br /&gt;
| {{Ticks|0}}&lt;br /&gt;
| 0 hours&lt;br /&gt;
|-&lt;br /&gt;
! Drowsy &lt;br /&gt;
| 28% - 14%&lt;br /&gt;
| {{#expr: 150 * 1.5833333*(10^-5) * 1 * 0.7 * 100 round 3}}%&lt;br /&gt;
| {{#expr: 60000 * 1.5833333*(10^-5) * 1 * 0.7 * 100 round 0}}%&lt;br /&gt;
| {{Ticks|{{#expr: 14/(1.5833333*(10^-5) * 1 * 0.7 * 100) round 0}} }}&lt;br /&gt;
| {{#expr: (14/(1.5833333*(10^-5) * 1 * 0.7 * 100))/2500 round 3}} hours&lt;br /&gt;
| {{Ticks|{{#expr: 72/(1.5833333*(10^-5) * 1 * 100) round 0}} }}&lt;br /&gt;
| {{#expr: (72/(1.5833333*(10^-5) * 1 * 100))/2500 round 3}} hours &lt;br /&gt;
|-&lt;br /&gt;
! Tired &lt;br /&gt;
| 14% - 1%&lt;br /&gt;
| {{#expr: 150 * 1.5833333*(10^-5) * 1 * 0.3 * 100 round 3}}%&lt;br /&gt;
| {{#expr: 60000 * 1.5833333*(10^-5) * 1 * 0.3 * 100 round 0}}%&lt;br /&gt;
| {{Ticks|{{#expr: 13/(1.5833333*(10^-5) * 1 * 0.3 * 100) round 0}} }}&lt;br /&gt;
| {{#expr: (13/(1.5833333*(10^-5) * 1 * 0.3 * 100))/2500 round 3}} hours&lt;br /&gt;
| {{Ticks|{{#expr: 72/(1.5833333*(10^-5) * 1 * 100) + 14/(1.5833333*(10^-5) * 1 * 0.7 * 100) round 0}} }}&lt;br /&gt;
| {{#expr: (72/(1.5833333*(10^-5) * 1 * 100) + 14/(1.5833333*(10^-5) * 1 * 0.7 * 100))/2500 round 3}} hours &lt;br /&gt;
|-&lt;br /&gt;
! Exhausted &lt;br /&gt;
| 1% - 0%&lt;br /&gt;
| {{#expr: 150 * 1.5833333*(10^-5) * 1 * 0.6 * 100 round 3}}%&lt;br /&gt;
| {{#expr: 60000 * 1.5833333*(10^-5) * 1 * 0.6 * 100 round 0}}%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{Ticks|{{#expr: 72/(1.5833333*(10^-5) * 1 * 100) + 14/(1.5833333*(10^-5) * 1 * 0.7 * 100) + 13/(1.5833333*(10^-5) * 1 * 0.3 * 100) round 0}} }}&lt;br /&gt;
| {{#expr: (72/(1.5833333*(10^-5) * 1 * 100) + 14/(1.5833333*(10^-5) * 1 * 0.7 * 100) + 13/(1.5833333*(10^-5) * 1 * 0.3 * 100))/2500 round 3}} hours &lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
==== Positive ====&lt;br /&gt;
When a character rests in a bed, their Rest value increases over time. At 100% Rest Effectiveness and 100% Rest Rate Multiplier, a character requires 10.5 hours (26,250 ticks) to full rest from 0% to 100%.&lt;br /&gt;
&lt;br /&gt;
 Every 150 ticks (2.5 seconds at 1x speed), rest increases by 100% * (Ticks in interval (150) / Ticks Per Game Day (60000)) * (Hours per day (24) / Sleep Hours for Full (10.5)) * Rest Effectiveness * Rest Rate Multiplier&lt;br /&gt;
 = 100% * (150 * 24) / (60000 * 10.5) * Rest Effectiveness * Rest Rate Multiplier&lt;br /&gt;
 = (100%/175) * Rest Effectiveness * Rest Rate Multiplier&lt;br /&gt;
 = ~0.57143% * Rest Effectiveness * Rest Rate Multiplier&lt;br /&gt;
&lt;br /&gt;
175 of these 150-tick intervals is the 26,250 ticks (10.5 in-game hours) required to fully rest from 0%.&lt;br /&gt;
&lt;br /&gt;
== Stat multipliers ==&lt;br /&gt;
There are 3 main stats that affect Rest per day:&lt;br /&gt;
* [[Rest Effectiveness]] - a [[bed]] stat that increases Rest% per time sleeping.&lt;br /&gt;
* [[Rest Rate Multiplier]] - a character (pawn) stat that increases Rest% per time sleeping.&lt;br /&gt;
* [[Sleep Fall Rate]] - a multiplier on the speed that a person's [[Rest|sleep need]] falls when awake.&lt;br /&gt;
&lt;br /&gt;
In other words, boosting the first 2 stats will ''decrease time spent sleeping''. Lowering Sleep Fall Rate will ''increase the time before needing to sleep''.&lt;br /&gt;
&lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
[[Rest Effectiveness]] depends on the object the character is sleeping on:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Object&lt;br /&gt;
! Rest Effectiveness (Base)&lt;br /&gt;
! Rest increase per 150 ticks&lt;br /&gt;
! Rest increase per full 24-hour game day&lt;br /&gt;
|-&lt;br /&gt;
| Sleeping Spot or Ground&lt;br /&gt;
| 0.8&lt;br /&gt;
| ~0.45714%&lt;br /&gt;
| ~182.857%&lt;br /&gt;
|-&lt;br /&gt;
| Bedroll&lt;br /&gt;
| 0.95&lt;br /&gt;
| ~0.54286%&lt;br /&gt;
| ~217.143%&lt;br /&gt;
|-&lt;br /&gt;
| Bed&lt;br /&gt;
| 1.0&lt;br /&gt;
| ~0.57143%&lt;br /&gt;
| ~228.571%&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bed&lt;br /&gt;
| 1.05&lt;br /&gt;
| 0.6%&lt;br /&gt;
| 240%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
which is then multiplied by the [[quality]] of that object:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|-&lt;br /&gt;
! Rest Effectiveness &lt;br /&gt;
| 0.86 || 0.92 || 1.0 || 1.08 || 1.14 || 1.25 || 1.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A [[sleep accelerator]]{{IdeologyIcon}} adds +35% to Rest Effectiveness, which is then multiplied by the ''bed'''s quality.&lt;br /&gt;
&lt;br /&gt;
=== Rest Rate Multiplier ===&lt;br /&gt;
[[Rest Rate Multiplier]] is a stat of a pawn, which depends on the health of the pawn:&lt;br /&gt;
* [[Blood Pumping]] has a .3 weight&lt;br /&gt;
* [[Digestion]] has a .3 weight&lt;br /&gt;
* [[Breathing]] has a .3 weight&lt;br /&gt;
[[Bionic]]s, [[luciferium]], and injuries can all increase/lower the component stats, thus having an effect on RRM.&lt;br /&gt;
&lt;br /&gt;
This multiplier stacks with rest effectiveness. Therefore, when a character with 100% Rest Rate Multiplier reaches the Tired threshold (28%), it takes them this long to return to full (100%) rest:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Object&lt;br /&gt;
! Ticks to Full Rest&lt;br /&gt;
! Hours to Full Rest&lt;br /&gt;
! % of Day to Full Rest&lt;br /&gt;
|-&lt;br /&gt;
| Sleeping Spot / Ground (0.8)&lt;br /&gt;
| 23,625&lt;br /&gt;
| ‭9.45&lt;br /&gt;
| 39.375%&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bed (1.0)&lt;br /&gt;
| 18,900&lt;br /&gt;
| 7.56&lt;br /&gt;
| 31.5%&lt;br /&gt;
|-&lt;br /&gt;
| Legendary Royal Bed (1.05 * 1.6 = 1.68)&lt;br /&gt;
| 11,250&lt;br /&gt;
| 4.5&lt;br /&gt;
| 18.75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sleep Fall Rate ===&lt;br /&gt;
{{Main|Sleep Fall Rate}}&lt;br /&gt;
Sleep Fall Rate determines how long a pawn can stay awake until they need to sleep again. Ideally it is as low as possible. It is decreased by [[go-juice]], [[wake-up]] and the three [[psychite]] drugs for the duration of their high, addiction increases it however (with the exception of go-juice). Notably the [[circadian assistant]] {{RoyaltyIcon}} improves it, while the diseases [[muscle parasites]], [[fibrous mechanites]] and [[sensory mechanites]] are detrimental. It also depends on the [[Genes#Sleep|sleep genes]] {{BiotechIcon}}. It can range from {{Good|{{%|{{Q|Sleep Fall Rate|Effective Minimum}} }} }} to {{Bad|{{%|{{Q|Sleep Fall Rate|Effective Maximum}} }} }}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
There exists a balance point for every type/quality of bed (and character, if that character has offsets to Rest Rate Multiplier or Sleep Fall Rate), in which the hours spent sleeping and the hours spent awake during a 24-hour period precisely balance. This is ultimately a piecewise equation, as the Sleep fall rate is piecewise based on the current rest level (see above). We can ignore the Exhausted category, as a character must spend &amp;gt;24 hours awake (if starting at 100% rest) before reaching that threshold.&lt;br /&gt;
&lt;br /&gt;
As long as the character is awake for less than 18.189 hours per day, however, this is a single-part equation, as the character will never reach Tired. The percentage of the day that the character may stay awake, expressed as a decimal value, with a given RestMult (equal to Rest Effectiveness * Rest Rate Multiplier) is reached by solving the following equation for %DayAwake:&lt;br /&gt;
&lt;br /&gt;
 0.95 * %DayAwake = (1 - %DayAwake) * (24/10.5) * RestMult&lt;br /&gt;
&lt;br /&gt;
This gives the following equation:&lt;br /&gt;
&lt;br /&gt;
 %DayAwake = (320 * RestMult) / (320 * RestMult + 133)&lt;br /&gt;
&lt;br /&gt;
At 1.0 RestMult (normal unmodified character in a normal quality regular bed), this gives a value of 70.64% of the day awake, or ~16.95 hours. Higher RestMults will grant more hours per day awake per this equation, up to 18.189 hours (75.789% of the day) awake.&lt;br /&gt;
&lt;br /&gt;
Beyond that point, we need a piecewise equation. The RestMult needed to be awake for 18.189 hours per day (0.75789 %DayAwake) is 1.301, which can be achieved with only a masterwork Royal Bed. After this point, we can use a fixed value for the ~75% of the day awake before hitting Tired, which results in a 72% drop in rest, and then compute the remainder of the time awake off of the sleep fall rate when Tired (66.5% per day rather than 95% per day). This can be found by solving:&lt;br /&gt;
&lt;br /&gt;
 0.72 + (%DayAwake - (0.72/0.95))*0.665 = (1 - %DayAwake) * (24/10.5) * RestMult&lt;br /&gt;
&lt;br /&gt;
This gives:&lt;br /&gt;
&lt;br /&gt;
 %DayAwake = (16000*RestMult - 1512) / (16000*RestMult + 4655)&lt;br /&gt;
&lt;br /&gt;
At 1.3125 RestMult (an unmodified character in a masterwork Royal Bed), which is just past the threshold where this equation is needed, this gives a value of 75.962% 0f the day awake, or 18.231 hours.&lt;br /&gt;
&lt;br /&gt;
At 1.68 Rest Effectiveness (the legendary quality Royal Bed in the table above) and a character with the Quick Sleeper trait (50% Rest Rate Multiplier), a Bionic Heart (+25% Blood Pumping = 7.5% Rest Rate Multiplier), and a Bionic or Royalty stomach (all of which are +25% part efficiency -&amp;gt; +12.5% Digestion -&amp;gt; 3.75% Rest Rate Multiplier), for a net of 1.5*1.075*1.0375 = 1.673 Rest Rate Multiplier, the RestMult = 1.68 * 1.673 = 2.811. At that level, the character can be awake for 87.573% of the day, or 21.017 hours.&lt;br /&gt;
&lt;br /&gt;
In theory, there also exists a point at which the Very Tired piece of the equation becomes a factor, but this would require a pawn to be awake for at least 96.84% of the day (23.242 hours). This would require a RestMult of at least 11.915 (ie. 1191.5%), which is impossible to hit in the base game (and even with most mod setups), and thus can be ignored.&lt;br /&gt;
&lt;br /&gt;
=== Circadian assistant ===&lt;br /&gt;
If the character is using a [[Circadian assistant]],{{RoyaltyIcon}} their sleep fall rate is reduced by 20%, meaning it takes 25% longer to reach each threshold. The equations in this case must be re-derived (derivation is left as an exercise for the reader), but the simple answer is:&lt;br /&gt;
&lt;br /&gt;
* A character otherwise unmodified except for the Circadian Assistant, using a normal quality bed, can be awake for ~75.047% of the day (~18.011 hours), about 6.3% more of the day than without the implant.&lt;br /&gt;
* An otherwise-unmodified character in a masterwork Royal Bed can be awake for ~79.787% of a day (~19.149 hours), about 5% more of the day.&lt;br /&gt;
* The above bionically-modified Quick Sleeper pawn in a legendary quality Royal Bed, with the addition of a Circadian Assistant, could be awake for ~89.421% of a day (~21.461 hours), about 2.1% more of the day.&lt;br /&gt;
* None of these characters would ever reach &amp;quot;Tired&amp;quot;, which takes ~94.737% of a day, or ~22.737 hours, with a Circadian Assistant installed.&lt;br /&gt;
&lt;br /&gt;
=== Low sleep gene ===&lt;br /&gt;
The low sleep [[gene]]{{BiotechIcon}} reduces Sleep Fall Rate by x40%, meaning it takes 150% longer to reach each threshold.&lt;br /&gt;
* A character otherwise unmodified, using a normal quality bed, can be awake for ~85.74% of a day (20.577 hours). This is about 15.1% more of the day, or 3.6 hours, than without the gene.&lt;br /&gt;
* This gene reduces sleep so much that a pawn wouldn't get drowsy - it would take 45.47 hours awake to do so. &lt;br /&gt;
**At this point, setting an all anything schedule will provide more work time than a 24 hour schedule. A pawn with low sleep could sustain a 53.03hr cycle, (45.47 hr awake) + (7.56 hr sleep) without getting drowsy. The awake time % is still the same, but less time is spent walking to bed.&lt;br /&gt;
&lt;br /&gt;
== Disabling rest need ==&lt;br /&gt;
There are four ways to disable a pawn's need for rest entirely: &lt;br /&gt;
* The [[Circadian half-cycler]] {{RoyaltyIcon}} implant disables the rest need at the cost of {{--|15%}} consciousness.&lt;br /&gt;
* The [[Never sleep]] {{BiotechIcon}} gene disables the rest need but carries high complexity and genetic inefficiency.&lt;br /&gt;
* The [[Body mastery]]{{AnomalyIcon}} trait held by some [[Creepjoiner]]s{{AnomalyIcon}} disables the rest need. &lt;br /&gt;
* The [[Void touched]] {{AnomalyIcon}} condition disables the need for both rest and comfort, but can only be obtained after [[Endings#Embrace_the_void|embracing the void]].&lt;br /&gt;
&lt;br /&gt;
== Comparison tables ==&lt;br /&gt;
{{Stub|section=1|reason=Add variant tables for key Sleep Fall Rate ala [[quality]] tables - [[Psychite tea]], [[circadian assistant]], their combination, and maybe [[flake]]/[[yayo]]/[[go juice]] and [[wake up]] should be represented}}&lt;br /&gt;
&lt;br /&gt;
Below is table of the minimum sleep required for a number of combinations of [[Rest Rate Multiplier]]s and [[Rest effectiveness]]es that is infinitely sustainable. That is, each day the pawn will always return to the same state as they started the previous day. This information is displayed as a percentage of the day spent asleep, while the number in parentheses below is the hours spent asleep. &lt;br /&gt;
&lt;br /&gt;
'''Note''' two important limitations. Firstly each table assumes that the resting pawn has a given [[Sleep Fall Rate]] listed in the subheading. A pawn naturally has a factor of 1.0&lt;br /&gt;
&lt;br /&gt;
Secondly, for time asleep shorter than {{%|(24-18.189)/24}} ({{#expr: 24-18.189}} hrs) multiplied by the Sleep Fall Rate, if the pawn stays awake for a single contiguous block of time, they have enough time awake each day to get Drowsy before going to sleep and refilling their rest meter to 100% before midnight. As the sleep fall rate is piecewise accross the different states of tiredness, this means the minimum sleep time will vary depending on whether the awake time is contiguously or if a bi- or polyphasic sleep schedule is used. As the sleep fall rate ''decreases'' when it dips into Drowsy or below, this means that a monophasic sleep schedule will actually give more time awake but at the cost of having the {{--|6}} mood debuff for that time. A polyphasic sleep schedule can allow no Drowsy period but will take slightly longer. '''The table below assumes a properly implemented polyphasic sleep''' to prevent getting Drowsy - this is done because pawns will tend to want to sleep before getting Drowsy, it avoids the mood debuff, and it simplifies the creation of the table.&lt;br /&gt;
&lt;br /&gt;
=== Sleep Fall Rate of 1.0 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Rest Rate Multiplier]] !! colspan=&amp;quot;29&amp;quot; | [[Rest effectiveness]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Sleeping spot|Sleep. spot]]{{#vardefine:spotRE|{{Q|Sleeping spot|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Bed]] {{#vardefine:bedRE|{{Q|Bed|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Bed]] + [[Sleep accelerator]] {{#vardefine:bedAccelRE|({{#var:bedRE}}+0.35) }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Royal bed]] {{#vardefine:royalBedRE|{{Q|Royal bed|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Royal bed]] + [[Sleep accelerator]] {{#vardefine:royalBedAccelRE|({{#var:royalBedRE}}+0.35) }}&lt;br /&gt;
|- &amp;lt;!-- Rest effectiveness - all qualities of bed/hospital bed/slab bed and royal bed +/- sleep accelerator--&amp;gt;&lt;br /&gt;
! ''All''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:spotRE}} }})&lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.60 | 0}}) &lt;br /&gt;
|-&lt;br /&gt;
! 100%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;''Nothing''&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.00|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.00|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.00|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.00|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.00|color=1}} &lt;br /&gt;
|-&lt;br /&gt;
! 104%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.04|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.04|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.04|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.04|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.04|color=1}} &lt;br /&gt;
|-&lt;br /&gt;
! 107%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.07|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.07|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.07|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.07|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.07|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 111%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.11|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.11|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.11|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.11|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.11|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 118%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.18|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.18|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.18|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.18|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.18|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 122%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.22|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.22|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.22|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.22|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.22|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 126%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.26|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.26|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.26|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.26|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.26|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 150%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.50|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.50|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.50|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.50|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.50|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 156%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.56|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.56|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.56|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.56|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.56|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 161%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.61|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.61|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.61|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.61|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.61|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 166%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.66|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.66|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.66|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.66|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.66|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 177%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.77|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.77|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.77|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.77|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.77|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 183%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.83|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.83|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.83|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.83|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.83|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 190%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.90|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.90|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.90|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.90|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.90|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sleep Fall Rate of 0.8 ===&lt;br /&gt;
Equivalent to the sleep fall rate of a pawn with an installed [[circadian assistant]]. {{RoyaltyIcon}}{{#vardefine: restFallFactor|0.8}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Rest Rate Multiplier]] !! colspan=&amp;quot;29&amp;quot; | [[Rest effectiveness]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Sleeping spot|Sleep. spot]]{{#vardefine:spotRE|{{Q|Sleeping spot|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Bed]] {{#vardefine:bedRE|{{Q|Bed|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Bed]] + [[Sleep accelerator]] {{#vardefine:bedAccelRE|({{#var:bedRE}}+0.35) }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Royal bed]] {{#vardefine:royalBedRE|{{Q|Royal bed|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Royal bed]] + [[Sleep accelerator]] {{#vardefine:royalBedAccelRE|({{#var:royalBedRE}}+0.35) }}&lt;br /&gt;
|- &amp;lt;!-- Rest effectiveness - all qualities of bed/hospital bed/slab bed and royal bed +/- sleep accelerator--&amp;gt;&lt;br /&gt;
! ''All''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:spotRE}} }})&lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.60 | 0}}) &lt;br /&gt;
|-&lt;br /&gt;
! 100%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;''Nothing''&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
|-&lt;br /&gt;
! 104%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
|-&lt;br /&gt;
! 107%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 111%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 118%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 122%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 126%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 150%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 156%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 161%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 166%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 177%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 183%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 190%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sleep Fall Rate of 0.4 ===&lt;br /&gt;
Equivalent to the sleep fall rate of a pawn with the [[Low sleep]] gene.{{BiotechIcon}}{{#vardefine: restFallFactor|0.4}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Rest Rate Multiplier]] !! colspan=&amp;quot;29&amp;quot; | [[Rest effectiveness]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Sleeping spot|Sleep. spot]]{{#vardefine:spotRE|{{Q|Sleeping spot|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Bed]] {{#vardefine:bedRE|{{Q|Bed|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Bed]] + [[Sleep accelerator]] {{#vardefine:bedAccelRE|({{#var:bedRE}}+0.35) }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Royal bed]] {{#vardefine:royalBedRE|{{Q|Royal bed|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Royal bed]] + [[Sleep accelerator]] {{#vardefine:royalBedAccelRE|({{#var:royalBedRE}}+0.35) }}&lt;br /&gt;
|- &amp;lt;!-- Rest effectiveness - all qualities of bed/hospital bed/slab bed and royal bed +/- sleep accelerator--&amp;gt;&lt;br /&gt;
! ''All''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:spotRE}} }})&lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.60 | 0}}) &lt;br /&gt;
|-&lt;br /&gt;
! 100%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;''Nothing''&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
|-&lt;br /&gt;
! 104%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
|-&lt;br /&gt;
! 107%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 111%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 118%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 122%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 126%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 150%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 156%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 161%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 166%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 177%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 183%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 190%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Dropping food from [[Gear#Inventory|inventory]] won't interrupt [[Rest|sleep]].&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
Pawn [[Sleep furniture|sleeping furniture]]:&lt;br /&gt;
* [[Sleeping spot]] - a free method to designate a place to sleep, but uncomfortable with terrible rest effectivness.&lt;br /&gt;
* [[Double sleeping spot]] - a sleeping spot equvialent bed that allows up to two pawns to sleep together. &lt;br /&gt;
* [[Bedroll]] - a portable, lower tech version of the bed that provides less comfort and rest effectivness.&lt;br /&gt;
* [[Double bedroll]] - a bedroll equvialent bed that allows up to two pawns to sleep together. &lt;br /&gt;
* [[Double bed]] - a bed equvialent bed that allows up to two pawns to sleep. &lt;br /&gt;
* [[Royal bed]] - an expensive double bed that provides additional comfort and rest effectiveness.&lt;br /&gt;
* [[Hospital bed]] - a bed equivalent with a larger immunity gain speed factor &lt;br /&gt;
[[Animal]] sleeping furniture:&lt;br /&gt;
* [[Animal sleeping spot]] - An animal-only equivalent to the sleeping spot&lt;br /&gt;
* [[Animal sleeping box]] - An animal-only bed with stats equivalent to the bedroll &lt;br /&gt;
* [[Animal bed]] - An animal-only bed equivalent to the bed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Auto_mortar&amp;diff=179661</id>
		<title>Auto mortar</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Auto_mortar&amp;diff=179661"/>
		<updated>2026-04-25T04:48:41Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: Clarify behaviour with constructed roof&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building&lt;br /&gt;
| name = Auto mortar&lt;br /&gt;
| image = Automortar.png&lt;br /&gt;
| description = A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Mechanoid cluster&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 260&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| destroyyield = {{Icon Small|Steel slag chunk}} 1 + {{Icon Small|Steel}} 60 + {{Icon Small|Plasteel}} 10 + {{Icon Small|Reinforced barrel}} 1&lt;br /&gt;
| damage = 50&lt;br /&gt;
| damage type = Bomb&lt;br /&gt;
| armorPenetration = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| range = 500&lt;br /&gt;
| minrange = 29.9&lt;br /&gt;
| missRadius = 10&lt;br /&gt;
| burst = 1&lt;br /&gt;
| warmup = 4&lt;br /&gt;
| velocity = 41&lt;br /&gt;
}}&lt;br /&gt;
An '''auto mortar''' is a hostile [[building]] that appears in [[mech cluster]]s and autonomously launches explosives similar to a manned [[mortar]].&lt;br /&gt;
&lt;br /&gt;
While this is a [[Core]] building, it can only naturally spawn with [[Royalty]] {{RoyaltyIcon}} enabled (due to the mech cluster requirement).&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Auto mortars only spawn in mech clusters. Like the [[condition causer]]s, it counts as a cluster's problem causer, of which each can cluster can only have one. It generates four times more often than the other problem causers, but only costs the cluster 220 combat points rather than 750, so the cluster will have more other threats.&lt;br /&gt;
&lt;br /&gt;
They cannot be claimed by the player, and must be destroyed for the cluster to be considered defeated.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The auto mortar fires shells equivalent to [[high explosive shell]]s every 120s (7,200 [[ticks]]), which explode as normal to deal 50 [[Damage type#Bomb|Bomb]] damage in a 2.9-tile radius but do not require restocking or reloading. Like normal [[mortar]]s, it has a forced miss radius of 10 tiles, and cannot fire if its bottom-left tile is covered by [[roof]]. Note that unlike normal mortars, its forced miss radius does not increase to 13 if the [[Classic mortars]] storyteller option is enabled. Valid targets are colonists, buildings and, unlike [[siege]] [[mortar]]s, tamed trainable animals. They do not target non-trainable animals. &lt;br /&gt;
&lt;br /&gt;
Their targeting prioritizes buildings and trainable animals with the same level of priority, while humans get a 4x priority. Basically, if you have a colony of 1 pawn and 4 walls, your pawn would be targeted 50% of the time.&lt;br /&gt;
&lt;br /&gt;
Like all turrets, they are temporarily disabled by sources of [[EMP]], with downtime scaling to the EMP damage dealt. Unlike mechanoids, auto mortars do not adapt to EMP and thus can be continuously restunned.&lt;br /&gt;
&lt;br /&gt;
[[File:Turret medium blast.png|thumb|Explosion blast area (orange cells) of the auto mortar (white cells)]]&lt;br /&gt;
If it is damaged beyond 20% HP (52 HP) it may explode but it is not a certainty. The mortar will spark and emit a hissing sound shortly before exploding {{ticks|240}} later. The explosion deals 50 [[Damage Type#Bomb|Bomb]] damage in a 4.9 tile radius centered around the mortar's bottom left cell. &lt;br /&gt;
&lt;br /&gt;
They are a source of the [[reinforced barrel]]s needed to construct mortars. Reinforced barrels will not spawn if the [[Classic mortars]] storyteller option is enabled.&lt;br /&gt;
&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
Auto mortars must be destroyed for the mech cluster to be defeated.&lt;br /&gt;
&lt;br /&gt;
Unlike mortars built by the player auto mortars can fire in the orbit layer.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Auto mortars are like a [[siege]] which lasts until the building is completely destroyed. Even a few rounds can blow up your supplies, production facilities, and walls, making it an extremely high priority threat even for mountain bases (by destroying outdoor power sources). Like other condition causers, it can start immediately active or remain dormant for a few days. Waking up a mech cluster will not cause the auto mortar to immediately start firing.&lt;br /&gt;
&lt;br /&gt;
If the mech cluster doesn't have a [[proximity activator]], then you may be able to roof over the auto mortar. You can use the cluster's own walls, or place a wall or column 3 tiles away from any mech or mech building - this is far enough to not trigger the cluster. The action of constructing a roof over any of the mortar's tiles will cause the cluster to immediately wake up, making this a somewhat risky strategy. Unless the wall is destroyed, you'll be safe from the auto mortar. Keep in mind that only the bottom-left corner of the mortar needs to be covered by the roof.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Because of their devastative force if left unattended, strategies revolve around being able to rush them down without putting your colonists through the mech cluster's sight:&lt;br /&gt;
&lt;br /&gt;
# '''Counter Bombardment''': Easily the safest. If your colony has access to mortars and the mech cluster is not protected by a [[Mech high-shield]], you can hope to immediately take out the mortar, plus some damage to other mechanoid structures.&lt;br /&gt;
# '''Sight-Blocking''': Since mech clusters spawn dormant, this gives you the chance to build near the cluster. Get a builder with a [[Weapons#Ranged_weapons|ranged weapon]], or preferably [[frag grenades]], and build a 1x1 room (3 walls, 1 door) out of some cheap materials (wood/steel) at least 3 blocks away from the auto-mortar (due to a sudden case of explosion), ensuring that while opening and closing the door (to break targeting to the pawn), the builder has line of sight with the auto-mortar, while also covering with the wall from possible mechanoid attacks. '''NOTE''': When the auto-mortar reaches &amp;lt;50% health the mobile mechanoid will assault the colony.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* ? - Added.{{Check Tag|Release?|Verify if present on initial release or added in a later update}}&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Auto mortars are always active.&lt;br /&gt;
* ? likely [[Version/1.6.4518|1.6.4518]], possibly prior - Moved from Royalty DLC to Core.&lt;br /&gt;
* ? - Constructing roof over a dormant mortar now awakens the cluster.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]][[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Firefoam_popper&amp;diff=179653</id>
		<title>Firefoam popper</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Firefoam_popper&amp;diff=179653"/>
		<updated>2026-04-25T03:36:06Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Summary */ Explain how it can be triggered by damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Firefoam pop pack}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Firefoam popper&lt;br /&gt;
|image = Firefoam popper.png|Firefoam popper&lt;br /&gt;
|description = When it detects fire, this safety device pops and sprays a fire-retardant foam in a circular field around itself. Can also be triggered manually.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 30&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.3&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 10&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 50&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = -8&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = firefoam&lt;br /&gt;
|thingCategories = BuildingsMisc&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 5&lt;br /&gt;
|work to make = 1500&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 75&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 1&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
The '''firefoam popper''' is a one-time use [[misc]] building detects and extinguishes nearby [[fire]]s in a cloud of [[firefoam]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A firefoam popper is a one-time use, uninstallable device. When triggered, either manually or when [[fire]] comes within a 3 tile radius, it will spark and emit a hissing sound for {{Ticks|150}} before creating a 10-tile radius burst of [[firefoam]]. This burst can extinguish [[wall]]s and other impassible objects on fire, though they will block further foam from spreading.&lt;br /&gt;
&lt;br /&gt;
The burst immediately extinguishes pawns and objects on fire, temporarily coats pawns in foam making them non-flammable, and spreads firefoam filth over the area preventing fires for items and floors in those tiles. Firefoam indoors has [[beauty]] of -25; outdoors it has beauty of -7. It is considered [[filth]], so [[rain]] will clear it, and colonists will [[Work#Clean|clean]] it up if it is in the [[home area]].&lt;br /&gt;
&lt;br /&gt;
A firefoam popper will also burst when destroyed if its HP was 8 or less. An attack which destroys a popper having 9 HP or more will not cause a burst. When burst by destruction, the spark and hissing does not occur, instead the firefoam is released instantly.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The firefoam popper is best used when put in warehouses, as it will prevent your valuable items from catching fire and burning. It can also protect against [[inferno cannon]]s and other fiery weapons.&lt;br /&gt;
&lt;br /&gt;
You can keep a few uninstalled poppers to be re-installed near a fire, though a [[firefoam pop pack]] or [[foam turret]] is usually better for this purpose. Compared to the pop pack, the popper has a much larger radius and does not use the [[utility]] slot, but the firefoam pop pack is re-usable. Each pop pack requires only {{Icon Small|chemfuel}} 30 [[chemfuel]] per use, but firefoam poppers must be fully replaced after each use.&lt;br /&gt;
&lt;br /&gt;
Temporary enemy bases and encampments often have one or two firefoam poppers in them, depending on the base size and technology level of the inhabitants. Especially early game, this can be a cheap way to get poppers, effectively only costing travel costs and the risk of colonist injury.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
* 1.0 - Firefoam poppers will now pop whenever there's a fire in a 3-cell radius&lt;br /&gt;
* ? - no longer fully depletes all [[shield belt]]s &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added auto rebuild option on firefoam poppers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Firefoam popper radius.png|Effective area of a firefoam popper.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperature&amp;diff=179596</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperature&amp;diff=179596"/>
		<updated>2026-04-22T01:26:35Z</updated>

		<summary type="html">&lt;p&gt;Cauterite: /* Incidental heat */ Production buildings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
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{| align=center&lt;br /&gt;
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&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Rewrite|reason=Tone, conciseness, verification and mechanics}}&lt;br /&gt;
'''Temperature''' management is an important part of a productive colony. Temperature mainly affects pawn [[thoughts]], food and corpse spoilage, work bench operation speed, and plant growth. Severe heat or cold leads to pawn injury and eventual death from [[heatstroke]] or [[hypothermia]].&lt;br /&gt;
&lt;br /&gt;
=== Measuring temperature ===&lt;br /&gt;
Players can switch the in-game temperature to display in Celsius (°C),  Fahrenheit (°F), or Kelvins (K). This Wiki will list values in both Celsius and Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
Internally, the game uses Celsius degrees (°C) for all temperature functions, such as &amp;quot;too hot&amp;quot; or &amp;quot;too cold&amp;quot; [[thoughts]]. As the game always rounds temperature to an integer (&amp;quot;whole number&amp;quot;), values reported in Fahrenheit are inaccurate by around 0.3°F. For reliable temperature values, and ''especially'' when [[modding]], use Celsius or Kelvin.&lt;br /&gt;
&lt;br /&gt;
The maximum temperature is {{Temperature|1000}} and the minimum is {{temperature|-270}}, very close to [[Wikipedia:absolute zero|absolute zero]]. The minimum temperature is not encountered during normal gameplay, but [[fire]]s in small enclosed spaces can reach the maximum temperature.&lt;br /&gt;
&lt;br /&gt;
=== Outdoors vs indoors ===&lt;br /&gt;
&lt;br /&gt;
An area completely enclosed by [[wall]]s, [[door]]s, and other impassable objects is considered a [[room]], where colonists will automatically build [[roof|roofing]] in unroofed tiles (unless otherwise designated). Tiles not inside of a room are considered &amp;quot;outdoors&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Outdoors areas and &amp;gt;75% unroofed rooms will always have the outside temperature, no matter what. Outdoor temperature varies by [[latitude]], time of day, day of the year, and [[biome]]. Unpredictable [[events]] like a [[cold snap]], [[volcanic winter]] or [[heat wave]] can also change outdoor temperature unexpectedly. No amount of cooling or heating from buildings, even in [[development mode]], will affect or change the outdoor temperature. The outdoors is simply treated as a very large room with a uniform temperature. Instead, only buildings with dedicated mechanics such as the [[climate adjuster]]{{RoyaltyIcon}} and [[atmospheric heater]]{{AnomalyIcon}} can affect the temperature.&lt;br /&gt;
&lt;br /&gt;
By turning a place from Indoors to Outdoors, it will instantly become the outdoors temperature. This is caused when any wall or door that borders the outside is destroyed or deconstructed. Buildings like doors and vents, as well as removing roof tiles, makes heat transfer faster. Removing roof tiles will cause temperatures to &amp;quot;equalize&amp;quot; with the outside. A room that is less than 75% roofed will remain at outdoors temperature.&lt;br /&gt;
&lt;br /&gt;
=== Thermodynamics ===&lt;br /&gt;
All tiles within a room share the same temperature. &lt;br /&gt;
&lt;br /&gt;
A room's temperature is influenced by its roofing and the temperature of tiles adjacent to its walls. The temperature of two adjacent rooms are influenced by each other. This creates a gradient of temperature between the outside, the rooms of your colony, and a heat source such as a geyser or heater. &lt;br /&gt;
Heat transfer with walls only occurs in cardinal directions. Thus the corners of rooms can be eliminated with minimal effect.&lt;br /&gt;
Open doors and open roofs will quickly &amp;quot;equalize&amp;quot; temperature to whatever's on the other side. Adding another layer of walls increases insulation, but only up to 2 layers of wall. Gaps between each layer will decrease the insulation, but still have an effect.&lt;br /&gt;
&lt;br /&gt;
Larger rooms have more heat capacity: their temperature is more resistant to change than that of smaller rooms. Temperature equalization with the outside is proportional with a room's perimeter. A square-shaped room (shape with the lowest area:perimeter ratio) will lose heat slower than a thin, rectangular hallway of equivalent perimeter.&lt;br /&gt;
&lt;br /&gt;
See the [[#Temperature mechanics|temperature mechanics]] section further down for more details.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Temperature has the following effects on:&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
All [[biome]]s have a listed growing season. Some are very short (or, in extreme cold, non-existent) and others are &amp;quot;year round&amp;quot;. Crops will die, and colonists will avoid planting outdoors, if it isn't growing season. Many players pick their starting location based on this, with year round being the easiest option.&lt;br /&gt;
&lt;br /&gt;
However, a year round climate is no guarantee of trouble-free farming experience. Just getting close to freezing will slow plant growth, reducing the output of crops. Moreover, climates that do not freeze tend to get ''very'' hot in the summer season, hot enough to kill crops in some instances. [[Cold snap]]s can drop the temperatures below freezing for short periods - but long enough to, again, kill crops.&lt;br /&gt;
&lt;br /&gt;
The short-term solution is to immediately harvest everything to save what you can. The long-term solution is some sort of greenhouse, making use of temperature controlled indoor structures, walled and roofed, with [[heater]]s or [[cooler]]s, [[sun lamp]]s, and possibly [[hydroponics]].&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Warm temperatures rot food, corpses, and certain plant matter like [[psychoid leaves]] and [[herbal medicine]]. Even &amp;quot;durable&amp;quot; foods like corn and rice will eventually rot away. Colder temperatures preserve food and corpses by slowing spoilage. Freezing temperatures stop spoilage entirely and preserve these items indefinitely. [[Cooler]]s will preserve food, so colonists starting with Electricity will quickly want to build a dedicated room. When freezing a room, watch out for [[heat wave]]s.&lt;br /&gt;
&lt;br /&gt;
Fertillized [[egg]]s will be &amp;quot;ruined by temperature&amp;quot; when left long enough outside of its comfortable range of {{Temperature|0|50}}. &amp;quot;Ruined&amp;quot; eggs may still be eaten as normal, but won't hatch into an animal. In a similar vein, a [[fermenting barrel]] must be kept in a comfortable range between {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}|{{Q|Fermenting barrel|Max Safe Temperature}}}} for [[beer]] to be produced.&lt;br /&gt;
&lt;br /&gt;
[[Deterioration]] is an entirely different mechanic, and items left outside will lose health regardless of temperature. Rotting isn't influenced by and has no effect on an item's hit points.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
{{Stub|section=1|reason=Burn/Frostbite chances}}&lt;br /&gt;
{{Main|Heatstroke|Hypothermia}}&lt;br /&gt;
Pawns have a [[Maximum Comfortable Temperature]] and [[Minimum Comfortable Temperature]]. Going over {{Temperature|10||delta}} beyond these limits will start giving them [[heatstroke]] or [[hypothermia]]. The further above or below this {{Temperature|10||delta}} limit the faster the Heatstroke or Hypothermia rises. At {{Temperature|150||delta}} above their comfortable temperature range, creatures will begin to take burn damage. If Hypothermia reaches a severity of 37% and the pawn is in a location at {{Temperature|0}} or below, there is a chance the pawn takes Frostbite damage. The higher the Hypothermia severity the higher the chance of Frostbite damage. [[Insectoid]]s will experience [[hypothermic slowdown]] instead of hypothermia. Pawns will also receive negative [[mood]]lets based on how extreme the temperature is. The Gear tab shows aggregate stats about comfy temperatures.&lt;br /&gt;
&lt;br /&gt;
Hypothermia and Heatstroke are both fatal at 100% severity. Though, both Heatstroke and Hypothermia have significant health consequences and can lead to death before the 100% severity level is reached.&lt;br /&gt;
&lt;br /&gt;
For humans, [[apparel]] will increase both comfortable thresholds, [[Insulation|depending on the apparel type and material]] (e.g. [[wool]] [[parka]]s insulate well against cold). Colonists will try and wear items suitable for the temperature, unless they are forced otherwise. Colonists' moods ''ignore'' apparel when considering sleeping moodlets. So piling on the warmest apparel doesn't avoid a &amp;quot;Slept in the cold&amp;quot; bad thought if a bedroom is not adequately heated.&lt;br /&gt;
&lt;br /&gt;
Animals tend to have much higher comfortable thresholds. However, in extreme [[biome]]s, it may be necessary to build a &amp;quot;barn&amp;quot; of some sort with temperature control and designate indoor [[animal sleeping spot]]s to keep your herd warm/cool.&lt;br /&gt;
&lt;br /&gt;
Many work benches, such as a [[electric stove]] or [[stonecutter's table]], have a comfortable range between {{Temperature|10|35}}. Above or below this range, the ''bench'''s work speed is multiplied by {{Bad|70%}}.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
{{Main|Fire}}&lt;br /&gt;
Fire is a destructive force capable of destroying plants, buildings, and pawns alike. Pawns and items can spontaneously ignite when temperature is at or above {{Temperature|235}}. Fires can spread via embers from up to 2 tiles. &lt;br /&gt;
&lt;br /&gt;
Fire itself provides a massive amount of heat.&lt;br /&gt;
&lt;br /&gt;
== Managing temperature ==&lt;br /&gt;
Temperature management is important for any colony, regardless of climate. It can be simply managed with a good power supply and the following structures. Temperature changing buildings will still work while &amp;quot;outdoors&amp;quot;, but have no noticeable effect.&lt;br /&gt;
&lt;br /&gt;
=== Temperature thresholds ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Temperature !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1000}} || Maximum value&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| ~{{Temperature|235}} || Items spontaneously catch fire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|60}} || Maximum comfortable temperature of any animal ([[Dromedary]] / [[Insectoids]] / [[Iguana]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|58}} || [[Plants#Temperature|Plant growth]] stopped.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|42}} || Above this value [[Plants#Temperature|Plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|35}} || At this temperature and above work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|30}} || [[Campfire]] max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|26}} || Default [[human]] upper comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping above this temperature creates &amp;quot;Slept in the heat&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|23}} || [[Torch lamp]]/[[Fungus darktorch]]{{IdeologyIcon}}/[[Darktorch]]{{IdeologyIcon}}/[[Brazier]]{{RoyaltyIcon}}/[[Darklight brazier]]{{RoyaltyIcon}}{{IdeologyIcon}} max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|21}} || [[Heater]] and [[Cooler]] default target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|17}} || [[Passive cooler]] min temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|16}} || Default [[human]] lower comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping below this temperature creates &amp;quot;Slept in the cold&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|10}} || Below this value food spoiling slowed.&amp;lt;br/&amp;gt;Food spoiling between 10C and 0C is multiplied by a factor of (Temp)/10, in Celsius.&amp;lt;br/&amp;gt;Below this value work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|9}} || Food spoiling rate multiplied by a factor of 0.9, or time to spoil multiplied by 1.11.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|8}} || Food spoiling rate multiplied by a factor of 0.8, or time to spoil multiplied by 1.25.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|7}} || Food spoiling rate multiplied by a factor of 0.7, or time to spoil multiplied by 1.43.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|6}} || Food spoiling rate multiplied by a factor of 0.6, or time to spoil multiplied by 1.66.&amp;lt;br/&amp;gt;Below this value [[Plants#Temperature|plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|5}} || Food spoiling rate multiplied by a factor of 0.5, or time to spoil multiplied by 2.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|4}} || Food spoiling rate multiplied by a factor of 0.4, or time to spoil multiplied by 2.5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|3}} || Food spoiling rate multiplied by a factor of 0.3, or time to spoil multiplied by 3.33.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|2}} || Food spoiling rate multiplied by a factor of 0.2, or time to spoil multiplied by 5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1}} || Food spoiling rate multiplied by a factor of 0.1, or time to spoil multiplied by 10.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|0}} || Plant growth and food spoiling stopped.&amp;lt;br/&amp;gt;[[Toxic wastepack]]s{{BiotechIcon}} do not dissolve. (They can still [[deteriorate]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-10}} || Most plants die.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-65}} || Minimum comfortable temperature of any animal ([[Thrumbo]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-75}} || Outdoor temperature in [[Orbit]] above the planet{{OdysseyIcon}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-270}} || Minimum value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cooling buildings ==&lt;br /&gt;
=== Passive cooler ===&lt;br /&gt;
[[{{Q|Passive cooler|Image}}|56px|left|link=Passive cooler]]&lt;br /&gt;
The [[passive cooler]] is a very low-tech option automatically unlocked for all default starts. They operate at the same strength as a Cooler and will cool rooms to a very comfortable {{Temperature|15}}. Passive coolers last for 5 days; it needs to be fueled with [[wood]] when it runs out of fuel. Due to the temperature limit, passive coolers are unable to preserve food.&lt;br /&gt;
&lt;br /&gt;
Passive coolers are a life saver in extremely hot climates as they can be quickly built, are immune to electrical events and are easily massed in a heat wave. Use passive coolers to keep your living spaces survivable and chill rooms surrounding a freezer to further protect the products inside.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Cooler ===&lt;br /&gt;
[[{{Q|Cooler|Image}}|56px|left|link=Cooler]]&lt;br /&gt;
The [[cooler]] is primarily used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable {{Temperature|20}} (room temperature) in the summer or create a walk-in freezer for your food. In hot biomes such as desert or rainforest, having comfortable air conditioning is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
Coolers are heat pumps that produce both a cold side ''and'' a hot side. The hot side is rarely useful and should be directed to an outdoor space (or a 1x1, unroofed room) to not inconvenience your colony. The heating side is useful when outdoors temperature is uncomfortable, but not freezing. This is between {{Temperature|1|16}}, but in practical terms, you should point the heat side at the colony when the outdoors temperature rarely goes above {{Temperature|20}}. Never block a cooler's intake or exhaust port, or else it won't function. &lt;br /&gt;
&lt;br /&gt;
A cooler is theoretically able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation, as a room always exchanges heat with adjacent rooms and/or the outside.&lt;br /&gt;
&lt;br /&gt;
==== Analysis ====&lt;br /&gt;
Electric coolers are the only way to create freezers. Building one is as simple as making a room and replacing some wall tiles with coolers. Direct the cold &amp;quot;blue&amp;quot; zone of the cooler inside the room and the hot &amp;quot;red&amp;quot; tile to an outdoor area. Reduce the cooler's target temperature to below {{Temperature|0}}. As the room cools down any food left inside will decay more slowly until it freezes. Frozen food will stay fresh indefinitely and incurs no other benefit or penalty when eaten.&lt;br /&gt;
&lt;br /&gt;
If your freezer area is more than about 50 squares, and/or you are living in an area with a hot summer, you will want 2 coolers (and perhaps more, see &amp;quot;adding coolers&amp;quot;, below).  Put one at 0, and the other at -2. With double walls, this will let one cooler &amp;quot;idle&amp;quot; at 20 W of power in cooler weather while the other easily keeps things frozen, but be available to help when needed for warmer weather. [[Battery|Batteries]] are useful for power outages; you may want to keep charged batteries disconnected via [[power switch]] for these situations.&lt;br /&gt;
&lt;br /&gt;
Freezers lose heat through walls and doors. The material of a wall doesn't matter, but for maximum insulation, you should put a double layer of them. Doors will cause heat loss when opened. This loss can be offset by having doors arranged in sequence, one after another, at points of egress, in an &amp;quot;airlock&amp;quot; like fashion. The loss can be examined by mousing over the sections of the airlock to see the temperature. Using [[door]]s rather than [[autodoor]]s can help reduce the cooling lost, though this slows down colonists. &lt;br /&gt;
&lt;br /&gt;
==== Adding coolers ====&lt;br /&gt;
There may come a moment when you realize ''&amp;quot;I don't have enough coolers for this area...&amp;quot;''. If the weather is cool, that's not a big problem, but it's more likely that the weather will be brutally hot when you realize this. And it's also likely that it's your freezer that's not at &amp;quot;freezing&amp;quot; (since colonists can tough it out). If you open a wall to put in an additional cooler, your freezer immediately rockets to &amp;quot;outside&amp;quot; temperatures - which is probably a dealbreaker, rotting all your frozen items. So here's what you do...&lt;br /&gt;
&lt;br /&gt;
Decide where in the current wall you will put your new cooler, and build a door ''outside'' where you will tear the existing wall down (you don't need &amp;quot;side walls&amp;quot; to support it).  (A wall would &amp;quot;block&amp;quot; the cooler exhaust and prohibit construction, but a door will not!)  Then, [f]orbid the door (so it doesn't get opened), and deconstruct your wall; the new door will maintain the area as &amp;quot;inside&amp;quot;. Then build your cooler (remembering the orientation, warm side &amp;quot;out&amp;quot;). Once the new cooler has been installed, deconstruct the door, and you're done.&lt;br /&gt;
&lt;br /&gt;
== Heating buildings ==&lt;br /&gt;
=== Campfire ===&lt;br /&gt;
[[{{Q|Campfire|Image}}|56px|left|link=Campfire]]&lt;br /&gt;
{{#show: Campfire | ?note }}&lt;br /&gt;
Campfires are a quick and dirty solution to produce heat in a hurry. They require no energy, but are temporary structures and must be refreshed with wood every few days. Otherwise, they produce the same amount of heat as an electrical heater. They cannot raise the temperature to over {{Temperature|30}}. They can't be controlled, so may make pawns uncomfortably hot - open doors or roofs to lower heat..&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Heater ===&lt;br /&gt;
[[{{Q|Heater|Image}}|56px|left|link=Heater]]&lt;br /&gt;
The [[heater]] is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 18 W. It can be used to raise the temperature of a room to a likable {{Temperature|20}} (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticeable in extremely cold or hot environments.&lt;br /&gt;
Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of {{Temperature|-10}} can be heated up to comfortable {{Temperature|26}} or something near that with a single heater.&lt;br /&gt;
&lt;br /&gt;
== Incidental heat ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
[[{{Q|Chemfuel powered generator|Image}}|56px|left|link=Chemfuel_powered_generator]]&lt;br /&gt;
{{#show: Generators| ?note }}&lt;br /&gt;
Generators produce a non-negligible amount of heat for the room they occupy, especially when placed in numbers.&lt;br /&gt;
If placed strategically, you can reduce the number of heaters and coolers necessary to manage the temperature in your base.&lt;br /&gt;
&lt;br /&gt;
It's also worth noting that generators will continue to produce heat (and burn fuel) during solar flare events. If your colony is in a very cold climate, this can be used to ensure that critical sections such as hydroponics or barns for sensitive animals don't lose all their heat in a power outage.&lt;br /&gt;
&lt;br /&gt;
=== Steam geysers ===&lt;br /&gt;
[[File:Steam geyser.png|56px|left|link=Steam geyser]]&lt;br /&gt;
A steam geyser will heat up a roofed room even when covered with a [[geothermal generator]]. They are extremely useful for staying warm in frozen climates, but can overheat an indoors space in warmer biomes.&lt;br /&gt;
&lt;br /&gt;
=== Fire weapons ===&lt;br /&gt;
[[{{Q|Molotov cocktail|Image}}|56px|left|link=Molotov cocktail]]&lt;br /&gt;
{{#show: Molotov | ?note }}&lt;br /&gt;
Weapons that generate fire such as [[molotov cocktail]] and [[incendiary launcher]] can be used to quickly generate heat inside your colony. Under normal conditions this is a '''bad idea''' because fires will quickly bring your base to intolerable temperatures. However in a bitter arctic climate with no wood and inadequate heaters, these weapons are your last defense against freezing to death. Draft your colonist and force them to open fire on an empty space, or burn spare corpses and rags to increase heat output.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
[[{{Q|Human|Image}}|60px|left|link=Pawns]]&lt;br /&gt;
&amp;lt;!-- Only those 4 listed entities are considered non-organic and don't produce heat. --&amp;gt;&lt;br /&gt;
Living, organic creatures (excludes [[mechanoid]]s, [[drone]]s,{{OdysseyIcon}} [[nociosphere]]s, [[fleshmass nucleus|fleshmass nuclei]], [[metal horror]]s, [[revenant]]s{{AnomalyIcon}}) generate a small amount of heat directly proportional to their body size as long as the ambient temperature is not above 40°C. The heat pushed follows the formula:&lt;br /&gt;
* &amp;lt;code&amp;gt;0.3 * Body Size * 4.1666665&amp;lt;/code&amp;gt; ≈ &amp;lt;code&amp;gt;1.25 * Body Size&amp;lt;/code&amp;gt; for human pawns&lt;br /&gt;
* &amp;lt;code&amp;gt;0.3 * Body Size * 4.1666665 * 0.6&amp;lt;/code&amp;gt; ≈ &amp;lt;code&amp;gt;0.75 * Body Size&amp;lt;/code&amp;gt; for all others&lt;br /&gt;
&lt;br /&gt;
Heating is inconsistent, as creatures are prone to wandering, population and sizes fluctuate with births, culling, and growth, and livestock are frequently left in outdoor [[pen]]s where heat will dissipate.&lt;br /&gt;
&lt;br /&gt;
=== Solar pinhole ===&lt;br /&gt;
{{Royalty|section=1|no category}}&lt;br /&gt;
[[File: SolarPinhole.png|64px]]&lt;br /&gt;
[[Solar pinhole]] is a psycast that creates heat and light. It lasts five days. It is useful for emergency situations, such as power shortages during [[cold snap]]s.&lt;br /&gt;
&lt;br /&gt;
=== Production buildings ===&lt;br /&gt;
[[{{Q|Electric smelter|Image}}|56px|left|link=Electric_smelter]]&lt;br /&gt;
Certain production buildings generate heat while executing bills: [[Electric smelter|Electric smelters]] at a rate of 9 heat per second, [[Electric crematorium|Electric crematoria]] at a rate of 12 heat per second, [[Fueled stove|Fueled stoves]] at a rate of 4 heat per second, [[Electric stove|Electric stoves]] at a rate of 3 heat per second.&lt;br /&gt;
&lt;br /&gt;
== Heat transfer ==&lt;br /&gt;
=== Vent ===&lt;br /&gt;
[[{{Q|Vent|Image}}|56px|left|link=Vent]]&lt;br /&gt;
{{#show: Vent | ?note }}&lt;br /&gt;
&lt;br /&gt;
Vents can have any building in front of it, but no walls. Vents work best when connecting directly to a climate controlled room. Trying to chain vents across smaller rooms will lead to each successive room getting less effective climate control, and connecting to a hallway won't work well if the hallway is blocked with doors. A vent can be designated to be closed, an action carried out by colonists assigned to [[Work#Basic|Basic]].&lt;br /&gt;
&lt;br /&gt;
=== Doors ===&lt;br /&gt;
[[{{Q|Door|Image}}|56px|left|link=Vent]]&lt;br /&gt;
Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce temperature equalization.&lt;br /&gt;
A door can be left permanently open (mark the door to 'hold open' and have a pawn pass through) to help control temperature. Open doors allow temperature to more quickly equalize between rooms or the outdoors. Equalization through open doors is less potent than vents.&lt;br /&gt;
&lt;br /&gt;
== Temperature mechanics ==&lt;br /&gt;
Equalization calculations happens once every 120 game ticks.&lt;br /&gt;
&lt;br /&gt;
Temperature seems to be measured to an extreme precision.&lt;br /&gt;
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=== Passive equalization ===&lt;br /&gt;
This is equalization via walls and roofs.&lt;br /&gt;
&lt;br /&gt;
'''Walls''' will equalize towards the room on the other side. This can be another fully realized room or simply the outdoors. If the other side is not outdoors, that room will also equalize towards this room. &lt;br /&gt;
&lt;br /&gt;
* The material of the walls does not matter. Wood is as insulating as any stone or metal. And unmined rocks are equally effective.&lt;br /&gt;
** A 2nd layer halves the temperature equalization via walls. Extra wall layers have no effect.&lt;br /&gt;
** Nutrient dispensers are one of the few items working fully like walls for equalization purposes.&lt;br /&gt;
* The surface area does matter. Basically, the game is using a 2D variant of the [[Wikipedia:square-cube law|square-cube law]], with walls taking the place of &amp;quot;surface area&amp;quot; and room size taking the place of &amp;quot;volume&amp;quot;. As such square rooms are the most efficient at keeping temperatures.&lt;br /&gt;
** Furniture lowers the room size and therefore might change the rate of equalization.&lt;br /&gt;
&lt;br /&gt;
Example of equalization values at -9555.208°C{{Check Tag|Check|Isn't 1.000 °C the maximum possible temperature?!}} difference for:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room !! Single wall !! Double wall&lt;br /&gt;
|-&lt;br /&gt;
| 1x1 || -161.470°C || -81.234°C&lt;br /&gt;
|-&lt;br /&gt;
| 2x2 ||  -81.235°C || -40.617°C&lt;br /&gt;
|-&lt;br /&gt;
| 3x3 ||  -54.157°C || -27.078°C&lt;br /&gt;
|-&lt;br /&gt;
| 4x4 ||  -40.618°C || -20.309°C&lt;br /&gt;
|-&lt;br /&gt;
| 5x5 ||  -32.494°C || -16.247°C&lt;br /&gt;
|-&lt;br /&gt;
| 6x6 ||  -27.078°C || -13.539°C&lt;br /&gt;
|-&lt;br /&gt;
| 7x7 ||  -23.210°C || -11.605°C&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Roof''' is a major part with equalization with the outdoor temperature. It will always equalize with the outdoor temperature, regardless what the room borders. However, the equalization rate is also constant for all room sizes at the same temperature difference. There are 4 basic types of roof:&lt;br /&gt;
:* '''Unroofed''' tiles are looked at in relation to the total count of roofed tiles in a room. With at least 1/4 unroofed the room will simply equalize to outdoor temperature on the next tick. &lt;br /&gt;
:* '''Thin roof''' ('''constructed roof''' and '''thin rock'''): at a temperature difference of {{Temperature|-9555.208||delta}} it equalizes by {{Temperature|-57.331||delta}} every 120 ticks.&lt;br /&gt;
:* '''Thick rock''' insulates the same as thin roof. However, they also add a cooling effect if the indoor temperature is about {{Temperature|15}} or above; however this effect is extremely small compared to other sources.&lt;br /&gt;
&lt;br /&gt;
=== Active equalization ===&lt;br /&gt;
While Vents, Coolers and open doors still keep rooms separated, they also equalize temperature at a very high rate. This rate is unfortunately not shown on any tooltip.&lt;br /&gt;
&lt;br /&gt;
Torches, Campfires, Heaters and Passive coolers will directly modify the room temperature instead, adding/removing heat every equalization tick as appropriate for their settings/current state.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Deep rooms stay cooler in the heat.&lt;br /&gt;
* [[Beta 19]]/[[Version/1.0.0|1.0.0]] - Equalized [[mood]] penalties for being too hot and too cold.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately.&lt;br /&gt;
&lt;br /&gt;
{{Nav|temperature}}&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Cauterite</name></author>
	</entry>
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