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	<updated>2026-04-06T06:21:20Z</updated>
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		<id>https://rimworldwiki.com/index.php?title=Agrihand&amp;diff=171913</id>
		<title>Agrihand</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Agrihand&amp;diff=171913"/>
		<updated>2025-11-16T10:28:10Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{About|the mechanoid from the [[Biotech DLC]]|the [[artificial body part]] from the [[Royalty DLC]]|Field hand}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Agrihand&lt;br /&gt;
| image = Agrihand east.png&lt;br /&gt;
| description = A small mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| combatPower = 10&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth cost = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Right blade&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = Right blade&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Basic subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''agrihand''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead agrihands may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the agrihand.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===  &lt;br /&gt;
As a labor-focused mech, agrihands are never found in mechanoid [[raid]]s, however they can go feral after time spent uncontrolled.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: agrihands use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
Agrihands will automatically perform tasks under the [[Work#Grow|Grow]] and [[Work#Plant cut|Plant Cut]] [[work]] types; they can't be manually controlled, except when [[draft]]ed for combat. They have an effective [[Plants (skill)|Plants skill]] of 10, resulting in [[Plant Harvest Yield]] of 102%. &lt;br /&gt;
&lt;br /&gt;
However, they have a base [[Plant Work Speed]] ''set'' to 80%, and a further [[Global Work Speed]] modifier of 50%. This results in a Plant Work Speed stat of 40%, which is {{%|40 / 123 round 2}} as fast as a human of skill 10.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Agrihands are never equipped with any weapons, and instead exclusively use their body part attacks.&lt;br /&gt;
&lt;br /&gt;
Agrihands have a 62% [[melee hit chance]], equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Agrihands are a fairly simple mechanoid, increasing the number of crops you can grow and harvest at any one time. With 10 plants skill, they can grow any crop, and as a 24/7 worker, they can allow your colony to grow and harvest a substantial number of additional crops, even if all your human growers are [[injury|injured]] or otherwise [[mood|grumpy]].&lt;br /&gt;
&lt;br /&gt;
Agrihands are useful if pawn time, or pawns with enough skill, are limited. In other words: useful if you need to grow more crops. If grow area is limited, then using a human with &amp;gt;10 skill will maximize the return off the finite space. Ideally, you could use both planters and agrihands when sowing crops, and have the mechs enter dormancy during the harvest. You can set an [[allowed area]] for agrihands if you need a specific area sowed or cut. With a proper [[allowed area]] set, agrihands should never have to get into combat, so they can remain operational no matter how damaged your colonists may be.&lt;br /&gt;
&lt;br /&gt;
As mechanoids are immune to toxicity, agrihands are especially helpful for growing [[toxipotato]]es and other plants in polluted soil - which you may cause by using mechanoids in the first place.&lt;br /&gt;
&lt;br /&gt;
===Yield calculation===&lt;br /&gt;
[[File:Agrihand_theoretical.png|400px|left|thumb|Theoretical yield of an agrihand working 5/6 days.&amp;lt;br&amp;gt;Top Left: [[Rice plant|Rice]] in [[hydroponics]]. Bottom Left: Rice in rich soil.&amp;lt;br&amp;gt;Right: [[Corn plant|Corn]] in rich soil.]]&lt;br /&gt;
Most non-tree plants take a ''base'' of {{ticks|370}} to harvest and resow, which becomes {{ticks|370/.4}} due to their Plants Work Speed stat. This results in the agrihand being able to grow {{#expr:60000/(370/.4) round 1}} crops per day online.&lt;br /&gt;
&lt;br /&gt;
It takes about 1.98 days for rice to grow in hydroponics, counting the plant resting period. Therefore, an agrihand can manage almost {{#expr:(60000*.4/370)*(1.98/4)*(5/6) round 0}} full [[hydroponics]] ''basins'' of [[rice plant|rice]] ({{#expr:(60000*.4/370)*1.98*(5/6) round 0}} plants), enough to power a little more than 1 full [[sun lamp]] setup. The agrihand can recharge as soon as it's done sowing. In rich soil, an agrihand can plant {{#expr:(60000*.4/370)*(3.96)*(5/6) round 0}} rice plants. &lt;br /&gt;
&lt;br /&gt;
Due to [[blight]], travel time, and general inefficiency, actual yield will be smaller. These calculations also assume that recharge is micromanaged and that mechs work under full [[light]] all the time. But in a realistic scenario, you don't always need this many crops, and can turn off the agrihand to save on pollution.&lt;br /&gt;
&lt;br /&gt;
For reference, an agrihand can grow enough rice to ''practically'' sustain around 10 baseline humans in a temperate [[biome]] when cooked into [[simple meal]]s, even in the Losing is Fun [[difficulty]], and even after accounting for work inefficiencies. With any other crop, the agrihand can sustain much larger fields - a ''theoretical'' yield of {{#expr:(60000*.4/370) * 14.9 * 5/6 round 0}} [[corn plant]]s in rich soil or {{#expr:(60000*.4/370) * 9.66 * 5/6 round 0}} [[psychoid plant]]s in hydroponics, for instance.&lt;br /&gt;
&lt;br /&gt;
===Compared to planters===&lt;br /&gt;
An agrihand's harvest yield, both per plant and per day, can be outstripped by skilled human growers. A skill 10 human working only 8 hours a day will grow the same {{#expr:(60000/370)*(1.98/4)*(8/24) round 0}} basins of rice. Humans can become even more efficient if they are equipped with [[field hand]]s{{RoyaltyIcon}}, have the [[Ideoligion#Plants specialist|Plants specialist role]]{{IdeologyIcon}}, and for drugs, the [[Ideoligion#Drug_use|Drug Use: Essential]] precept{{IdeologyIcon}}. &lt;br /&gt;
&lt;br /&gt;
There's nothing stopping you from using both human and mech labor, or using mechs so that a human grower has more time for other tasks. But other than the [[pollution]] cost, mechs may create [[wealth management|too much]] yield, too much to actually use (even [[trader]]s have silver limits).&lt;br /&gt;
&lt;br /&gt;
=== Emergency combat mechanoid===&lt;br /&gt;
Agrihands are modestly effective in combat if there are no other options available. &lt;br /&gt;
&lt;br /&gt;
Their blades often inflict bleeding wounds, unlike the bump attack available to other small labor mechanoids, which can incapacitate organic opponents even if they lose the fight. With a decent health scale they are also at least moderately durable too.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Agrihand}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Agrihand east.png| Age 0-99 Agrihand facing east&lt;br /&gt;
Agrihand north.png| Age 0-99 Agrihand facing north&lt;br /&gt;
Agrihand south.png| Age 0-99 Agrihand facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
AgrihandAncient east.png| Age 100+ Agrihand facing east&lt;br /&gt;
AgrihandAncient north.png| Age 100+ Agrihand facing north&lt;br /&gt;
AgrihandAncient south.png| Age 100+ Agrihand facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=171909</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=171909"/>
		<updated>2025-11-16T00:33:21Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Hostility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=General cleanliness and polish pass}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Creepjoiner&lt;br /&gt;
| image = Timeless_one.png&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Creepjoiners'''&amp;lt;ref&amp;gt;The term ''creepjoiner'' is taken from the game's code, and is not used in-game.&amp;lt;/ref&amp;gt; are a phenomenon added by the [[Anomaly DLC]]. They are humans who will randomly arrive at your colony offering to join, typically providing great benefits but often concealing downsides that can range from minor annoyances to debilitatingly dangerous. Creepjoiners can be encountered even before activating the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners always request to join the colony. They will appear on the edge of the map and make their way to a nearby location - similar to a [[trader]] - where they will linger and wait for someone to be sent to talk to them. Upon doing so, three options are presented: to accept the request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request.&lt;br /&gt;
&lt;br /&gt;
If rejected or if ignored for {{ticks/gametime/days|60000}}, creepjoiners have an equal chance to either depart peacefully or to immediately become hostile and attack.&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has an upside and a possible downside. Potential options for each of these can found in the [[#Benefits|Benefits]] and [[#Drawbacks|Drawbacks]] sections.&lt;br /&gt;
&lt;br /&gt;
All creepjoiners are initially [[unwaveringly loyal]]. This condition is permanently removed if they are allowed to join the colony. If arrested before joining, such as by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;''&amp;quot; option when first speaking to them, they can only be recruited by removing their unwavering status using the [[brainwipe]] [[ritual]]. Creepjoiners can also be [[Slavery|enslaved]], {{IdeologyIcon}} although their extremely high will of 80-90 makes this very tedious.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for Advanced [[Research#Anomaly|void research]] if taken prisoner. They give 2 Advanced research with a cooldown of 2 days. The creepjoiner must be walking to be able to be studied.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners cannot be duplicated by the [[corrupted obelisk]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiners are unable to romance ordinary pawns, but they can romance other creepjoiners or form relationships with pawns with the [[psychic bonding]] gene. {{BiotechIcon}} Creepjoiners can become [[pregnant]] {{BiotechIcon}}, but their children will be normal humans and not inherit any of the unique mechanics of creepjoiners.&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage_Creepjoiners.png|thumb|A marriage ceremony between two creepjoiners. Other pawns from the colony are participating.]]&lt;br /&gt;
&lt;br /&gt;
=== Occurrence ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners start appearing randomly after 10 days from game start. Reoccurrences are subject to a 60-day cooldown. There are no other requirements, but until the Monolith reaches level 2, the metalhorror variant is disabled, making creepjoiners slightly rarer.&lt;br /&gt;
&lt;br /&gt;
==== Farming ====&lt;br /&gt;
&lt;br /&gt;
It is possible to reliably spawn creepjoiners via [[void provocation]]. The monolith must be kept at level 2, and [[metalhorror]] must be left undiscovered (keeping colony population at 3 or less will prevent it from appearing naturally). In this state, void provocation can spawn a metalhorror-infected creepjoiner, and will do so every time (subject to the 60-day creepjoiner cooldown) after all other advanced entities are discovered. This basically guarantees one creepjoiner per year, with the added benefit of blocking non-metalhorror downsides, including the permanently detrimental ones.&lt;br /&gt;
&lt;br /&gt;
Of course, once such a creepjoiner is accepted into the colony, a metalhorror encounter is inevitable – which means this method can be used to recruit only one creepjoiner per playthrough (or one batch of creepjoiners, but they would need to be gathered over many years into a cryptosleep stash then recruited all at once). Therefore, it's best used as a mechanism to reroll creepjoiners until a highly desirable one appears. Bad creepjoiners can be reliably disposed of without revealing their metalhorrors by simply allowing them to join and immediately banishing – this can even be done with the game paused.&lt;br /&gt;
&lt;br /&gt;
Naturally-occurring creepjoiners and void provocation-summoned creepjoiners are on separate 60-day cooldowns, so a colony actively farming them can expect to average some 1.5 creepjoiners per year.{{Check Tag|Code?|In actual gameplay on 1.6.4566, it clearly works like this, but from looking at the code, it's not clear why it would, could this be a bug?}}&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner type comes with preset equipment, traits, and possible [[#Benefit|benefits]]. A brief summary of each possible type's notable properties is provided here:&lt;br /&gt;
&lt;br /&gt;
* '''Leathery stranger:''' No unique effects.&lt;br /&gt;
* '''Dark scholar:''' Has the [[Psychopath]] trait, 14-20 in the [[Intellectual]] skill, and several surgical scars.&lt;br /&gt;
* '''Deal maker:''' Has the [[Beautiful]] trait and 14-20 in the [[Shooting]] and [[Social]] skills.&lt;br /&gt;
* '''Drifter:''' No unique effects.&lt;br /&gt;
* '''Blind healer:''' Always spawns missing both eyes, which can be replaced with full functionality by the [[Ailments#Healing method table|usual methods]]. Guaranteed to have the ''unnatural healing'' benefit.&lt;br /&gt;
* '''Timeless one:''' Always between 13 and 16 years old. Not to be confused with [[Ageless]].{{BiotechIcon}}&lt;br /&gt;
* '''Cult escapee:''' Usually has many surgical scars and/or removed body parts. 50% chance to spawn with a [[flesh tentacle]] on either arm.&lt;br /&gt;
* '''Lone genius:''' Has the [[Too smart]] and [[Abrasive]] traits, as well as 13-18 in the [[Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a single benefit, chosen at random. Most creepjoiner types have a specific list of possible benefits that they are restricted to; for more information, consult the [[#Pawn Kinds|Pawn Kinds]] table at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect human:''' Has the [[Industrious]] trait and 14 to 18 in all [[skills]]. Also has the unique [[Perfect memory]] trait, which entirely disables skill decay.&lt;br /&gt;
* '''Occultist:''' Has the unique [[Traits#Occultist|Occultist]] trait.&lt;br /&gt;
* '''Unnatural healing:''' Has the ''unnatural healing'' ability (see below).&lt;br /&gt;
** This benefit has a weight of 0.5 (compared to the weight of 1 for every other benefit), making it less likely to be chosen on its own.&lt;br /&gt;
* '''Shambler overlord:''' Has the ''release deadlife dust'' ability.&lt;br /&gt;
* '''Fleshcrafter:''' Has the ''shape flesh'' ability.&lt;br /&gt;
* '''Alchemist:''' Has the ''transmute steel'' ability.&lt;br /&gt;
* '''Joybringer:''' Has the unique [[Joyous]] trait, which grants {{good|+20}} opinion from all other pawns and a {{Thought|desc=Wherever I go, I can feel the joyous one in the back of my mind. It makes me feel good. Very good.|label=Joyous presence|value=+3|stack=1}} to all colonists on the map.&lt;br /&gt;
* '''Death refusal:''' Starts with four uses of [[death refusal]].&lt;br /&gt;
* '''Body mastery:''' Has the unique [[Body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* '''Psychic butcher:''' Has the ''psychic slaughter'' ability.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].{{Check Tag|Artificial parts?|Stopped by artificial arm? Wb artificial hand?}}&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
** If used on a [[human]]: Any worn [[clothing]] is destroyed outright. Inventory items or equipped [[weapon]]s are dropped.&lt;br /&gt;
** If used on an [[animal]]: Any carried items are dropped.&lt;br /&gt;
* Generates [[twisted meat]] where the target once stood, yielding an amount roughly equal to the target's [[meat amount]] stat.&lt;br /&gt;
* Strangely, does ''not'' count as a hostile action when used on allies.&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Maximum [[body size]] of 2.5. Cannot target self.&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of [[steel]] into an equivalent amount of [[twisted meat]], [[gold]], [[plasteel]], [[bioferrite]], or [[uranium]], chosen at random.&lt;br /&gt;
** Can also target [[steel slag chunk]]s (but ''not'' [[mechanoid slag chunk]]s), yielding 15 of one of the aforementioned resources.&lt;br /&gt;
** Can also target any [[stuff]]able steel item or building, which randomly changes its stuff type to one of the aforementioned resources (excluding twisted meat).&lt;br /&gt;
| 1-75 steel; steel slag chunks; steel items or buildings&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud centered on the caster that reanimates any non-[[Mechanoid|mechanoid]] corpse within about a 5-tile radius as a friendly [[shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| All non-[[mechanoid]] corpses in range&lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[mechanoid]] [[corpse]] into a hostile [[fleshbeast]].&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3.5]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.51]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners typically have one downside applied to them upon spawning. These downsides are almost always hidden from the player, and only become revealed when their effects first manifest. A list of possible drawbacks includes:&lt;br /&gt;
&lt;br /&gt;
* Nothing.&lt;br /&gt;
* '''Desertion:''' After 9-30 days in the colony, the creepjoiner will suddenly depart. They will immediately attempt to exit the map, abandoning any work they were doing in the process.&lt;br /&gt;
** This drawback has a weight of 3 (compared to the weight of 1 for every other downside), making it more likely to be chosen than any other drawback.&lt;br /&gt;
** [[Prisoner|Imprisoned]] or [[Slave|enslaved]] {{IdeologyIcon}} creepjoiners will wait until they are freed to desert.&lt;br /&gt;
** A creepjoiner captured while deserting and subsequently recruited or enslaved {{IdeologyIcon}} will not attempt to desert again.&lt;br /&gt;
** Creepjoiners can desert even when they are currently [[downed]].&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. ''&lt;br /&gt;
* '''Aggressive:''' After 9-30 days in the colony, the creepjoiner suddenly becomes hostile and attacks.&lt;br /&gt;
* '''Metalhorror:'''  The creepjoiner is secretly infected with a [[metalhorror]].&lt;br /&gt;
** Creepjoiners with this downside will always become hostile if not accepted by the colony.&lt;br /&gt;
** This downside does not appear under normal conditions. Instead, creepjoiners with a metalhorror can only appear as part of a unique incident that appears identical to a regular arrival. It is naturally 5% as likely to appear as a regular creepjoiner, but is one possible outcome of [[void provocation]]. &lt;br /&gt;
** Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 2 for this downside to occur.&lt;br /&gt;
* '''Crumbling mind:''' After 1-3 days, the creepjoiner is revealed to be suffering from a [[Crumbling_mind|crumbling mind]].&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will soon cause severe mental degradation. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but they will become very ill within the next few days.''&lt;br /&gt;
* '''Void fascination:''' Guaranteed to have the unique [[Void fascination]] trait. Immediately apparent. [[File:AgonyPulseDeath.png|right|450px]]&lt;br /&gt;
* '''Psychic agony:''' The creepjoiner periodically emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|agony pulse]], affecting all pawns within 14.9 tiles ''including the creepjoiner themselves.'' This happens once every 30 days on average, with a minimum time of 5 days between each occurrence. &lt;br /&gt;
** Can be diagnosed early with a surgical inspection: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it.''&amp;quot;&lt;br /&gt;
** Affected targets receive {{bad|+100%}} [[pain]], which is enough to instantly down all pawns without a source of pain reduction. After {{ticks|600}} to {{ticks|900}}, this is reduced to a milder {{bad|+25%}} pain that lasts between {{ticks/gametime/days|120000}} and {{ticks/gametime/days|240000}}. &lt;br /&gt;
** At 100% pain, [[consciousness]] is reduced by 40%, meaning that Agony Pulses can kill pawns when combined with consciousness reductions from other sources. &lt;br /&gt;
** The agony pulse is ''not'' modulated by [[psychic sensitivity]]; even [[psychically deaf]] pawns will suffer its effects.&lt;br /&gt;
* '''Organ decay:''' After 3-5 days, the creepjoiner will reveal that they are suffering from [[organ decay]] in 3-5 internal organs. This uses a unique variant of organ decay that progresses three times faster than normal, allowing only 10-20 days to treat each instance.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;quot;&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but &amp;lt;CREEPJOINER NAME&amp;gt; will become very ill within the next few days.&amp;quot;''&lt;br /&gt;
* '''Disturbing:''' Guaranteed to have the unique [[Disturbing]] trait. Immediately apparent.&lt;br /&gt;
&lt;br /&gt;
=== Hostility ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether they are recruited, all creepjoiners will immediately become hostile the first time they receive friendly fire damage or a colonist attempts to [[slavery|enslave]] {{IdeologyIcon}} them once their will reaches 0. This can only happen once for each creepjoiner, but will never expire, so there is always the possibility of the creepjoiner turning hostile until it actually happens.&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner has a special effect, chosen randomly, that will activate when they become hostile:&lt;br /&gt;
&lt;br /&gt;
* '''Basic assault:''' No special effects.&lt;br /&gt;
** It has weight of 3, meaning it's 3 times more likely to be chosen than other hostility responses.&lt;br /&gt;
* '''Fleshbeast emergence:''' The creepjoiner transforms into a [[fleshbeast]] (chosen randomly between [[fingerspike]], [[toughspike]], and [[trispike]]). This destroys the creepjoiner's body outright, rendering them permanently dead even if they had [[death refusal]] or [[deathless]] {{BiotechIcon}}.{{Check Tag|Metalhorror?|Is this blocked if the creepjoiner is hosting a metalhorror?}}&lt;br /&gt;
* '''Sightstealer attack:''' The creepjoiner will scream and summon [[sightstealer]]s to attack the colony.&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... ''&lt;br /&gt;
&lt;br /&gt;
These effects also trigger if the creepjoiner dies by any means.&lt;br /&gt;
&lt;br /&gt;
An easy way to resolve a creepjoiner's hostility is to anaesthetize them then punch them while they're out. They will become hostile, but remain incapacitated, enabling safe capture and re-recruitment. Of course, this will still destroy the creepjoiner if fleshbeast emergence is randomly picked as their way of retaliating.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The abilities possessed by creepjoiners range from modestly useful to potentially colony-changing. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Carefully inspect the pawn's entire Bio and Health tab before recruiting them. One must decide whether the potential risks a creepjoiner brings are worth it, but also weigh the downsides of ''not'' recruiting them (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[surgical inspection]] can reveal some potential downsides early - making it a useful habit to practice with new creepjoiners - but not all of them. Vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
A creepjoiner's time-based downsides (such as ''organ decay'' or ''crumbling mind'') can be halted by placing them inside a [[cryptosleep casket]] until treatment is available. This will naturally disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them physically isolated. [[Allowed area]]s and [[schedule|scheduling]] can be used to mitigate their proximity to other colonists until their downside is revealed for what it is.&lt;br /&gt;
&lt;br /&gt;
Before you have ruled out the possibility of desertion, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;br /&gt;
&lt;br /&gt;
The potential for [[#Hostility|fleshbeast emergence]] should also be ruled out before equipping a creepjoiner with powerful gear or [[genes]] {{BiotechIcon}}. Because it destroys the body outright, any equipped gear or installed parts are destroyed with no chance for recovery. This ignores (and negates!) [[death refusal]] and [[deathless]] {{BiotechIcon}}, so it is important to either rule out the possibility of fleshbeast emergence before applying these powerful effects, or to simply accept the risk that they may be wasted.&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=171890</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=171890"/>
		<updated>2025-11-14T12:47:11Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=General cleanliness and polish pass}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Creepjoiner&lt;br /&gt;
| image = Timeless_one.png&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Creepjoiners'''&amp;lt;ref&amp;gt;The term ''creepjoiner'' is taken from the game's code, and is not used in-game.&amp;lt;/ref&amp;gt; are a phenomenon added by the [[Anomaly DLC]]. They are humans who will randomly arrive at your colony offering to join, typically providing great benefits but often concealing downsides that can range from minor annoyances to debilitatingly dangerous. Creepjoiners can be encountered even before activating the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners always request to join the colony. They will appear on the edge of the map and make their way to a nearby location - similar to a [[trader]] - where they will linger and wait for someone to be sent to talk to them. Upon doing so, three options are presented: to accept the request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request.&lt;br /&gt;
&lt;br /&gt;
If rejected or if ignored for {{ticks/gametime/days|60000}}, creepjoiners have an equal chance to either depart peacefully or to immediately become hostile and attack.&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has an upside and a possible downside. Potential options for each of these can found in the [[#Benefits|Benefits]] and [[#Drawbacks|Drawbacks]] sections.&lt;br /&gt;
&lt;br /&gt;
All creepjoiners are initially [[unwaveringly loyal]]. This condition is permanently removed if they are allowed to join the colony. If arrested before joining, such as by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;''&amp;quot; option when first speaking to them, they can only be recruited by removing their unwavering status using the [[brainwipe]] [[ritual]]. Creepjoiners can also be [[Slavery|enslaved]], {{IdeologyIcon}} although their extremely high will of 80-90 makes this very tedious.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for Advanced [[Research#Anomaly|void research]] if taken prisoner. They give 2 Advanced research with a cooldown of 2 days. The creepjoiner must be walking to be able to be studied.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners cannot be duplicated by the [[corrupted obelisk]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiners are unable to romance ordinary pawns, but they can romance other creepjoiners or form relationships with pawns with the [[psychic bonding]] gene. {{BiotechIcon}} Creepjoiners can become [[pregnant]] {{BiotechIcon}}, but their children will be normal humans and not inherit any of the unique mechanics of creepjoiners.&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage_Creepjoiners.png|thumb|A marriage ceremony between two creepjoiners. Other pawns from the colony are participating.]]&lt;br /&gt;
&lt;br /&gt;
=== Occurrence ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners start appearing randomly after 10 days from game start. Reoccurrences are subject to a 60-day cooldown. There are no other requirements, but until the Monolith reaches level 2, the metalhorror variant is disabled, making creepjoiners slightly rarer.&lt;br /&gt;
&lt;br /&gt;
==== Farming ====&lt;br /&gt;
&lt;br /&gt;
It is possible to reliably spawn creepjoiners via [[void provocation]]. The monolith must be kept at level 2, and [[metalhorror]] must be left undiscovered (keeping colony population at 3 or less will prevent it from appearing naturally). In this state, void provocation can spawn a metalhorror-infected creepjoiner, and will do so every time (subject to the 60-day creepjoiner cooldown) after all other advanced entities are discovered. This basically guarantees one creepjoiner per year, with the added benefit of blocking non-metalhorror downsides, including the permanently detrimental ones.&lt;br /&gt;
&lt;br /&gt;
Of course, once such a creepjoiner is accepted into the colony, a metalhorror encounter is inevitable – which means this method can be used to recruit only one creepjoiner per playthrough (or one batch of creepjoiners, but they would need to be gathered over many years into a cryptosleep stash then recruited all at once). Therefore, it's best used as a mechanism to reroll creepjoiners until a highly desirable one appears. Bad creepjoiners can be reliably disposed of without revealing their metalhorrors by simply allowing them to join and immediately banishing – this can even be done with the game paused.&lt;br /&gt;
&lt;br /&gt;
Naturally-occurring creepjoiners and void provocation-summoned creepjoiners are on separate 60-day cooldowns, so a colony actively farming them can expect to average some 1.5 creepjoiners per year.{{Check Tag|Code?|In actual gameplay on 1.6.4566, it clearly works like this, but from looking at the code, it's not clear why it would, could this be a bug?}}&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner type comes with preset equipment, traits, and possible [[#Benefit|benefits]]. A brief summary of each possible type's notable properties is provided here:&lt;br /&gt;
&lt;br /&gt;
* '''Leathery stranger:''' No unique effects.&lt;br /&gt;
* '''Dark scholar:''' Has the [[Psychopath]] trait, 14-20 in the [[Intellectual]] skill, and several surgical scars.&lt;br /&gt;
* '''Deal maker:''' Has the [[Beautiful]] trait and 14-20 in the [[Shooting]] and [[Social]] skills.&lt;br /&gt;
* '''Drifter:''' No unique effects.&lt;br /&gt;
* '''Blind healer:''' Always spawns missing both eyes, which can be replaced with full functionality by the [[Ailments#Healing method table|usual methods]]. Guaranteed to have the ''unnatural healing'' benefit.&lt;br /&gt;
* '''Timeless one:''' Always between 13 and 16 years old. Not to be confused with [[Ageless]].{{BiotechIcon}}&lt;br /&gt;
* '''Cult escapee:''' Usually has many surgical scars and/or removed body parts. 50% chance to spawn with a [[flesh tentacle]] on either arm.&lt;br /&gt;
* '''Lone genius:''' Has the [[Too smart]] and [[Abrasive]] traits, as well as 13-18 in the [[Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a single benefit, chosen at random. Most creepjoiner types have a specific list of possible benefits that they are restricted to; for more information, consult the [[#Pawn Kinds|Pawn Kinds]] table at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect human:''' Has the [[Industrious]] trait and 14 to 18 in all [[skills]]. Also has the unique [[Perfect memory]] trait, which entirely disables skill decay.&lt;br /&gt;
* '''Occultist:''' Has the unique [[Traits#Occultist|Occultist]] trait.&lt;br /&gt;
* '''Unnatural healing:''' Has the ''unnatural healing'' ability (see below).&lt;br /&gt;
** This benefit has a weight of 0.5 (compared to the weight of 1 for every other benefit), making it less likely to be chosen on its own.&lt;br /&gt;
* '''Shambler overlord:''' Has the ''release deadlife dust'' ability.&lt;br /&gt;
* '''Fleshcrafter:''' Has the ''shape flesh'' ability.&lt;br /&gt;
* '''Alchemist:''' Has the ''transmute steel'' ability.&lt;br /&gt;
* '''Joybringer:''' Has the unique [[Joyous]] trait, which grants {{good|+20}} opinion from all other pawns and a {{Thought|desc=Wherever I go, I can feel the joyous one in the back of my mind. It makes me feel good. Very good.|label=Joyous presence|value=+3|stack=1}} to all colonists on the map.&lt;br /&gt;
* '''Death refusal:''' Starts with four uses of [[death refusal]].&lt;br /&gt;
* '''Body mastery:''' Has the unique [[Body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* '''Psychic butcher:''' Has the ''psychic slaughter'' ability.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].{{Check Tag|Artificial parts?|Stopped by artificial arm? Wb artificial hand?}}&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
** If used on a [[human]]: Any worn [[clothing]] is destroyed outright. Inventory items or equipped [[weapon]]s are dropped.&lt;br /&gt;
** If used on an [[animal]]: Any carried items are dropped.&lt;br /&gt;
* Generates [[twisted meat]] where the target once stood, yielding an amount roughly equal to the target's [[meat amount]] stat.&lt;br /&gt;
* Strangely, does ''not'' count as a hostile action when used on allies.&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Maximum [[body size]] of 2.5. Cannot target self.&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of [[steel]] into an equivalent amount of [[twisted meat]], [[gold]], [[plasteel]], [[bioferrite]], or [[uranium]], chosen at random.&lt;br /&gt;
** Can also target [[steel slag chunk]]s (but ''not'' [[mechanoid slag chunk]]s), yielding 15 of one of the aforementioned resources.&lt;br /&gt;
** Can also target any [[stuff]]able steel item or building, which randomly changes its stuff type to one of the aforementioned resources (excluding twisted meat).&lt;br /&gt;
| 1-75 steel; steel slag chunks; steel items or buildings&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud centered on the caster that reanimates any non-[[Mechanoid|mechanoid]] corpse within about a 5-tile radius as a friendly [[shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| All non-[[mechanoid]] corpses in range&lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[mechanoid]] [[corpse]] into a hostile [[fleshbeast]].&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3.5]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.51]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners typically have one downside applied to them upon spawning. These downsides are almost always hidden from the player, and only become revealed when their effects first manifest. A list of possible drawbacks includes:&lt;br /&gt;
&lt;br /&gt;
* Nothing.&lt;br /&gt;
* '''Desertion:''' After 9-30 days in the colony, the creepjoiner will suddenly depart. They will immediately attempt to exit the map, abandoning any work they were doing in the process.&lt;br /&gt;
** This drawback has a weight of 3 (compared to the weight of 1 for every other downside), making it more likely to be chosen than any other drawback.&lt;br /&gt;
** [[Prisoner|Imprisoned]] or [[Slave|enslaved]] {{IdeologyIcon}} creepjoiners will wait until they are freed to desert.&lt;br /&gt;
** A creepjoiner captured while deserting and subsequently recruited or enslaved {{IdeologyIcon}} will not attempt to desert again.&lt;br /&gt;
** Creepjoiners can desert even when they are currently [[downed]].&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. ''&lt;br /&gt;
* '''Aggressive:''' After 9-30 days in the colony, the creepjoiner suddenly becomes hostile and attacks.&lt;br /&gt;
* '''Metalhorror:'''  The creepjoiner is secretly infected with a [[metalhorror]].&lt;br /&gt;
** Creepjoiners with this downside will always become hostile if not accepted by the colony.&lt;br /&gt;
** This downside does not appear under normal conditions. Instead, creepjoiners with a metalhorror can only appear as part of a unique incident that appears identical to a regular arrival. It is naturally 5% as likely to appear as a regular creepjoiner, but is one possible outcome of [[void provocation]]. &lt;br /&gt;
** Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 2 for this downside to occur.&lt;br /&gt;
* '''Crumbling mind:''' After 1-3 days, the creepjoiner is revealed to be suffering from a [[Crumbling_mind|crumbling mind]].&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will soon cause severe mental degradation. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but they will become very ill within the next few days.''&lt;br /&gt;
* '''Void fascination:''' Guaranteed to have the unique [[Void fascination]] trait. Immediately apparent. [[File:AgonyPulseDeath.png|right|450px]]&lt;br /&gt;
* '''Psychic agony:''' The creepjoiner periodically emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|agony pulse]], affecting all pawns within 14.9 tiles ''including the creepjoiner themselves.'' This happens once every 30 days on average, with a minimum time of 5 days between each occurrence. &lt;br /&gt;
** Can be diagnosed early with a surgical inspection: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it.''&amp;quot;&lt;br /&gt;
** Affected targets receive {{bad|+100%}} [[pain]], which is enough to instantly down all pawns without a source of pain reduction. After {{ticks|600}} to {{ticks|900}}, this is reduced to a milder {{bad|+25%}} pain that lasts between {{ticks/gametime/days|120000}} and {{ticks/gametime/days|240000}}. &lt;br /&gt;
** At 100% pain, [[consciousness]] is reduced by 40%, meaning that Agony Pulses can kill pawns when combined with consciousness reductions from other sources. &lt;br /&gt;
** The agony pulse is ''not'' modulated by [[psychic sensitivity]]; even [[psychically deaf]] pawns will suffer its effects.&lt;br /&gt;
* '''Organ decay:''' After 3-5 days, the creepjoiner will reveal that they are suffering from [[organ decay]] in 3-5 internal organs. This uses a unique variant of organ decay that progresses three times faster than normal, allowing only 10-20 days to treat each instance.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;quot;&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but &amp;lt;CREEPJOINER NAME&amp;gt; will become very ill within the next few days.&amp;quot;''&lt;br /&gt;
* '''Disturbing:''' Guaranteed to have the unique [[Disturbing]] trait. Immediately apparent.&lt;br /&gt;
&lt;br /&gt;
=== Hostility ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether they are recruited, all creepjoiners will immediately become hostile the first time they receive friendly fire damage or a colonist attempts to [[slavery|enslave]] {{IdeologyIcon}} them once their will reaches 0. This can only happen once for each creepjoiner, but will never expire, so there is always the possibility of the creepjoiner turning hostile until it actually happens.&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner has a special effect, chosen randomly, that will activate when they become hostile:&lt;br /&gt;
&lt;br /&gt;
* '''Basic assault:''' No special effects.&lt;br /&gt;
** It has weight of 3, meaning it's 3 times more likely to be chosen than other hostility responses.&lt;br /&gt;
* '''Fleshbeast emergence:''' The creepjoiner transforms into a [[fleshbeast]] (chosen randomly between [[fingerspike]], [[toughspike]], and [[trispike]]). This destroys the creepjoiner's body outright, rendering them permanently dead even if they had [[death refusal]] or [[deathless]] {{BiotechIcon}}.&lt;br /&gt;
* '''Sightstealer attack:''' The creepjoiner will scream and summon [[sightstealer]]s to attack the colony.&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... ''&lt;br /&gt;
&lt;br /&gt;
These effects also trigger if the creepjoiner dies by any means.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The abilities possessed by creepjoiners range from modestly useful to potentially colony-changing. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Carefully inspect the pawn's entire Bio and Health tab before recruiting them. One must decide whether the potential risks a creepjoiner brings are worth it, but also weigh the downsides of ''not'' recruiting them (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[surgical inspection]] can reveal some potential downsides early - making it a useful habit to practice with new creepjoiners - but not all of them. Vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
A creepjoiner's time-based downsides (such as ''organ decay'' or ''crumbling mind'') can be halted by placing them inside a [[cryptosleep casket]] until treatment is available. This will naturally disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them physically isolated. [[Allowed area]]s and [[schedule|scheduling]] can be used to mitigate their proximity to other colonists until their downside is revealed for what it is.&lt;br /&gt;
&lt;br /&gt;
Before you have ruled out the possibility of desertion, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;br /&gt;
&lt;br /&gt;
The potential for [[#Hostility|fleshbeast emergence]] should also be ruled out before equipping a creepjoiner with powerful gear or [[genes]] {{BiotechIcon}}. Because it destroys the body outright, any equipped gear or installed parts are destroyed with no chance for recovery. This ignores (and negates!) [[death refusal]] and [[deathless]] {{BiotechIcon}}, so it is important to either rule out the possibility of fleshbeast emergence before applying these powerful effects, or to simply accept the risk that they may be wasted.&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cleansweeper&amp;diff=171877</id>
		<title>Cleansweeper</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cleansweeper&amp;diff=171877"/>
		<updated>2025-11-13T14:51:31Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none&lt;br /&gt;
| name = Cleansweeper&lt;br /&gt;
| image = Cleansweeper east.png&lt;br /&gt;
| description = A light mechanoid designed for cleaning. Lacking a ranged weapon, it can make only weak melee attacks.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| combatPower = 10&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth cost = 1&lt;br /&gt;
| bodysize = 0.3&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Basic subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''cleansweeper''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead cleansweepers may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the cleansweeper.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===  &lt;br /&gt;
As a labor-focused mech, cleansweepers are never found in mechanoid [[raid]]s, however they can go feral after time spent uncontrolled.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: cleansweepers use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
Cleansweepers [[clean]], and due to their [[Cleaning Speed Multiplier]] of {{Bad|x50%}}, they do so at half the speed of a base human. They can't be manually controlled, except when drafted for combat. Like other pawns, they can only clean in the designated [[home area]]. They also move slower than a human, at {{P|Move Speed Base}} {{CS}}.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Cleansweepers are never equipped with any weapons, and instead exclusively use their body part attacks.&lt;br /&gt;
&lt;br /&gt;
Cleansweepers have a 62% [[melee hit chance]], equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Cleansweepers do one thing well, and that is to neaten out your colony. Dirt is [[beauty|ugly]] to look at, and will lower a room's impressiveness. As impressive rooms directly help a colonist's [[mood]], a dedicated cleaner really helps with making your pawns happy. In addition, dirty [[cooking]] areas can cause [[food poisoning]], and treating wounds in a dirty room makes [[infection]] more likely. It is quite cheap, too, once you get the infastructure - one cleansweeper is all you really need for a small to medium sized base. &lt;br /&gt;
&lt;br /&gt;
You may want to utilize [[zone]]s to control where the cleansweeper cleans, forcing them to only clean high-importance areas (such as kitchens or hospitals), or limiting access to low-value areas (such as barns or hallways filled with spike traps). If multiple cleansweepers are used, it is generally not advisable to separate each cleansweeper into its own individual zones as this will allow rooms to get dirty while they're charging. Instead, at least two should overlap each area to ensure at least one mech is active and to prevent wasting uptime when one area is clean and the other is not. This is most important in rooms such as hospitals and kitchens where even short spikes in filth can cause significant issues. For other rooms, average cleanliness is an acceptable goal. &lt;br /&gt;
&lt;br /&gt;
Consider installing a [[mech booster]] in areas likely to see high areas of filth, to improve how quickly cleansweepers are able to function. Kitchens and hospitals make good candidate locations. Mech boosters will also help any [[fabricor]]s and [[paramedic]]s that work in these areas.&lt;br /&gt;
&lt;br /&gt;
=== Compared to humans ===&lt;br /&gt;
A cleaner robot serves to take place of a human. &lt;br /&gt;
&lt;br /&gt;
If you have an excess of human labor, then the mech might be redundant. However, this could also mean you haven't assigned enough tasks. Conversely, a mech is most valuable when colonists are in short supply, such as in [[Scenario system#The Mechanitor|The Mechanitor]] start. Cleaners also have the advantage of working longer, and not being impacted by mood itself - it won't be bothered by [[corpse]]s, for example. &lt;br /&gt;
&lt;br /&gt;
An extra hand is also helpful after combat. If many of your colonists are injured, then there'll be many stacks of blood. Blood is dirty, lowering medical chances, and hurts colonist mood because it's ugly. In these situations, you likely won't have the manpower to clean everything up. Thus, cleansweepers can prevent mood and [[mental break]] spirals after a particularly damaging raid&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cleansweeper east.png| Age 0-99 Cleansweeper facing east&lt;br /&gt;
Cleansweeper north.png| Age 0-99 Cleansweeper facing north&lt;br /&gt;
Cleansweeper south.png| Age 0-99 Cleansweeper facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
CleansweeperAncient east.png| Age 100+ Cleansweeper facing east&lt;br /&gt;
CleansweeperAncient north.png| Age 100+ Cleansweeper facing north&lt;br /&gt;
CleansweeperAncient south.png| Age 100+ Cleansweeper facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Cleansweepers are now basic mechs: Research requirement changed from Standard mechtech - &amp;gt; Basic mechtech. Recipe changed from {{Icon Small|standard subcore||1}} + {{Icon Small|steel||100}} -&amp;gt;  {{Icon Small|basic subcore||1}} + {{Icon Small|steel||50}} &lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raid_points&amp;diff=171875</id>
		<title>Raid points</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raid_points&amp;diff=171875"/>
		<updated>2025-11-13T14:48:59Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Pawn points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Raids}}{{Verified|1.3.3101}}&amp;lt;!--If you are not User:MortalSmurph, please see Template; Verified before changing this value--&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Raid Points''' are a mechanic used to determine the size of [[raids]], other [[major threat]]s, [[quest]]s, and certain other events.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Raid Points are spent by the [[storyteller]] to purchase raiders. Each raider has a &amp;quot;cost&amp;quot;, or Combat Power, associated with them. Every 1 raid point roughly equates to 1 combat power. For example, if the storyteller has 180 raid points, then it can potentially send out 3 &amp;quot;Warrior&amp;quot; raiders worth 60 combat power each. The combat power of each enemy type can be seen in tables on the [[Raider]] page. Raid points are also used to calculate the extra loot carried by raiders. For an explanation of that system, see [[Raider#Loot|Raider loot]].&lt;br /&gt;
&lt;br /&gt;
The minimum Raid Points value is 35. The maximum is 10,000. The size of 10,000 Raid Point raids is approximately 250 [[Tribes#Pawns|Tribals]], 100 [[Pirates#Pawns|Pirates]], 66 [[Scyther]]s, or 25 [[Centipede]]s. [[Quest]]s and the storyteller [[Randy Random]] multiply raid size after the point cap is applied; both can allow raids to be larger in size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Raid Points = ([[#Wealth points|Wealth Points]] + [[#Pawn points|Pawn Points]]) * ([[#Difficulty|Difficulty]]) * ([[#Starting factor|Starting Factor]]) * ([[#Adaption factor|Adaption Factor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Raid Points are calculated using a formula based on your colony's wealth, colonist count and combat animals, threat scale, starting factor, and adaption factor. While simple at first glance, each variable, in turn, has its own process of calculation which significantly complicates the outcome.  Despite this complexity, the two most significant player-controlled factors can be identified as total colony wealth and total colonist count. This is the motivation behind [[wealth management]] strategies.&lt;br /&gt;
&lt;br /&gt;
Each map and [[caravan]] is calculated mostly independently.  Once a caravan leaves the map tile those colonists and items no longer count towards the Raid Points of the map tile.  Separate colonies have separate and independently calculated Raid Point totals.  The &amp;quot;Adaption Factor&amp;quot; is an exception and is shared across multiple settlements.&lt;br /&gt;
&lt;br /&gt;
== Viewing raid points ==&lt;br /&gt;
Players on PC version of the game can view their raid points by turning on [[Development mode]].  Hit the 4th button, &amp;quot;Open the View Settings&amp;quot;, and check &amp;quot;Write Storyteller&amp;quot;.  Then, back on the game screen, hit the Magnifying Glass button.  &amp;quot;Base Points&amp;quot; is the Raid Point total. &lt;br /&gt;
[[File:Raid base points.png|frameless|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Wealth points ==&lt;br /&gt;
A player can view their Wealth by hitting the [[History]] menu and going to the [[History#Statistics|Statistics]] tab. The game considers &amp;quot;Colony Wealth (buildings)&amp;quot; at only 50% for the purpose of calculating Raid Points.  Instead of using &amp;quot;Colony Wealth (this map)&amp;quot;, the game uses &amp;quot;Storyteller Wealth&amp;quot;. Note that pawns count for their wealth values in addition to their pawn points. Temporary colonists from [[quest]]s count towards neither.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Storyteller Wealth&amp;quot; = (Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5))&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;Storyteller Wealth&amp;quot; is linearly interpolated on a graph to create &amp;quot;Wealth Points&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Points || Storyteller Wealth&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 14, 400, 700, 1000 |y1=0, 0, 2400, 3600, 4200}} || style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 14,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2,400 || style=&amp;quot;text-align:right&amp;quot; | 400,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 3,600 || style=&amp;quot;text-align:right&amp;quot; | 700,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 4,200 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|}  &lt;br /&gt;
{{Clear}}&lt;br /&gt;
At 14,000 &amp;quot;Storyteller Wealth&amp;quot; and below, there are &amp;quot;0 Wealth Points&amp;quot;.  At 400,000 &amp;quot;Storyteller Wealth&amp;quot; there are &amp;quot;2,400 Wealth Points&amp;quot;. Between 14k and 400k wealth, every $1 of storyteller wealth increases &amp;quot;Wealth Points&amp;quot; by &amp;lt;code&amp;gt;(2,400 - 0) / (400,000 - 14,000)&amp;lt;/code&amp;gt; points. &lt;br /&gt;
&lt;br /&gt;
At the 14k to 400k threshold, 1 raid point would be worth ~ 160.83 storyteller wealth from wealth points. Wealth also has an impact on pawn points; see below for details.&lt;br /&gt;
&lt;br /&gt;
At 1 million &amp;quot;Storyteller Wealth&amp;quot;, and all values over 1 million, there are 4,200 Raid Points. Further wealth has no effect on Raid Points.&lt;br /&gt;
&lt;br /&gt;
== Pawn points ==&lt;br /&gt;
&amp;quot;Pawn Points&amp;quot; is a points total given based on your Colonist count, Slaves, Children, Trainable [[Animals]], and player controlled Mechs. Rimworld's code labels these creatures as &amp;quot;pawns.&amp;quot; &amp;quot;Pawn Points&amp;quot; is an addition to any &amp;quot;Wealth Points&amp;quot; given by the [[Market Value#Pawn value|pawn's Market Value]].&lt;br /&gt;
&lt;br /&gt;
Only living, free, pawns of the player's faction on the map tile count. [[Prisoner]]s, even those from the player faction that can be released back into the colony at anytime, do not count for Pawn Points.  Temporary colonists, called &amp;quot;Quest Lodgers&amp;quot;, from other factions also do not count.  &lt;br /&gt;
&lt;br /&gt;
Human pawn points are determined using the following chart. The result may be modified based on a few additional factors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graph || Points || Storyteller Wealth&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 10, 400, 1000 |y1=15, 15, 140, 200}}&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 140 || style=&amp;quot;text-align:right&amp;quot; | 400,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 200 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
From 0 to 10,000 &amp;quot;Storyteller Wealth&amp;quot;, each full colonist counts for 15 pawn points. At 400,000 &amp;quot;Storyteller Wealth&amp;quot;, each colonist counts for 140 points. Between 10k to 400k Storyteller Wealth, each colonist gives &amp;lt;code&amp;gt;15 + [ (140 - 15) * (wealth - 10,000) / (400,000 - 10,000) ]&amp;lt;/code&amp;gt; points. This can be simplified into &amp;lt;code&amp;gt;15 + (wealth - 10,000) / (3,120)&amp;lt;/code&amp;gt; points per colonist.&lt;br /&gt;
&lt;br /&gt;
Between 10k to 400k Storyteller Wealth, every $1 of wealth gives &amp;lt;code&amp;gt;1 / 3,120&amp;lt;/code&amp;gt; pawn points ''per effective colonist''. So at the 10k to 400k threshold, 1 pawn point is worth &amp;lt;code&amp;gt;3,120 / (effective colonist count)&amp;lt;/code&amp;gt; storyteller wealth. &lt;br /&gt;
&lt;br /&gt;
Assuming the same 10k to 400k wealth threshold:&lt;br /&gt;
* At 10 healthy colonists, 3,120 storyteller wealth would give 10 raid points through pawn points.&lt;br /&gt;
* At 10 healthy colonists, 1 pawn point would be worth 312 storyteller wealth. &lt;br /&gt;
* Going from 10 to 11 colonists would add &amp;lt;code&amp;gt;15 + (wealth - 10,000) / 3,120&amp;lt;/code&amp;gt; raid points.&lt;br /&gt;
Remember that storyteller wealth also increases wealth points. &lt;br /&gt;
&lt;br /&gt;
Certain factors can modify the effective colonist count. See below for details.&lt;br /&gt;
&lt;br /&gt;
'''Modifiers:'''&lt;br /&gt;
* [[Slaves]]{{IdeologyIcon}} have a 75% multiplier to pawn points. &lt;br /&gt;
* Pawns in [[cryptosleep casket|cryptosleep]] have a 30% multiplier. &lt;br /&gt;
* [[Babies]]{{BiotechIcon}} have a 0% modifier and thus add no pawn points.&lt;br /&gt;
* [[Children]]{{BiotechIcon}} have a multiplier based on age. The multiplier rises linearly from 0% at age 3 to 50% at age 13. Then, from 50% at 13 it rises linearly until 100% at age 18.&lt;br /&gt;
* Health: The Pawn Point value of all applicable pawns, including animals and mechs, is scaled based on their Health Bar. The most prominent visualization of the Health Bar is found when selecting a pawn and looking below their name in the bottom left information card. When at full health, the bar will display &amp;quot;Healthy&amp;quot; and be fully colored. While at full health bar, Pawns contribute 100% of their Pawn Points. Dead pawns do not count for pawn points, even when unburied and still showing in the colonist bar.&lt;br /&gt;
&lt;br /&gt;
:When below full health, Pawns have reduced Pawn Points. The shading of the displayed Health Bar will be changed. The Health Bar is only changed due to temporary wounds. For example, a colonist with a damaged and bruised leg will displayed a reduced Health bar and thus have reduced Pawn Points. A colonist with a missing leg and no other injuries is considered at &amp;quot;Full Health&amp;quot; and contributes full Pawn Points.&lt;br /&gt;
&lt;br /&gt;
:The exact calculation of Pawn Points based on the Health Bar is not fully known. The applicable code with num3 being the variable for &amp;quot;Pawn Points&amp;quot;: num3 = Mathf.Lerp(num3, num3 * pawn.health.summaryHealth.SummaryHealthPercent, 0.65f);&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The following factors add to pawn points, but are separate to colonist count.&lt;br /&gt;
&lt;br /&gt;
'''Animals:'''&lt;br /&gt;
* Tamed animals that can learn &amp;quot;Attack&amp;quot; count for 8% of their Combat Power; this value is not scaled by Storyteller Wealth.  Attack doesn't have to be trained, only possible to be trained. &amp;quot;Combat Power&amp;quot; is not affected by the age of the animal: baby animals that can attack count as adults for &amp;quot;Pawn Points&amp;quot;.  Downed animals do not count.&lt;br /&gt;
&lt;br /&gt;
'''Player-controlled Mechs and Entities:'''&lt;br /&gt;
* [[Friendly mechanoids]]{{BiotechIcon}} and [[entities]]{{AnomalyIcon}} count for 20% to 40% of their Combat Power; this value is scaled by Storyteller Wealth. Dormant mechs count. Recharging mechs count. Downed, dead or destroyed mechs and entities do not count. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graph || Points || Storyteller Wealth&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 10, 400, 1000 |y1=20, 20, 30, 40}}&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20% || style=&amp;quot;text-align:right&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20% || style=&amp;quot;text-align:right&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 30% || style=&amp;quot;text-align:right&amp;quot; | 400,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 40% || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
Labor mechanoids other than the [[tunneler]] have a combat power of 10. The other values can be seen [[Mechanoid hive#Pawns|here]]. The only entity capable of being friendly is the [[ghoul]].&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
{{See also|AI Storytellers}}&lt;br /&gt;
Difficulty is solely the &amp;quot;Threat Scale&amp;quot; number.  Threat Scale is determined by the Storyteller settings. The Threat Scales for the pre-set difficulties are listed below, however choosing &amp;quot;Custom&amp;quot; difficulty allows Threat Scale to range from 0% to 500%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Threat Scale&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful|| 0.10&lt;br /&gt;
|-&lt;br /&gt;
| Community builder|| 0.30&lt;br /&gt;
|-&lt;br /&gt;
| Adventure story|| 0.60 &lt;br /&gt;
|-&lt;br /&gt;
| Strive to survive|| 1.00&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust|| 1.55 	&lt;br /&gt;
|-&lt;br /&gt;
| Losing is fun|| 2.20 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Starting factor ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Starting Factor&amp;quot; factor means that the start of the game is made easier.  After 40 days, there is essentially no &amp;quot;Days Passed&amp;quot; factor because the factor is 1.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Days Passed&amp;quot; factor is a defined chart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Days Passed || Starting Factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 0.7&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 40 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|}&lt;br /&gt;
		&lt;br /&gt;
At 10 Days, and earlier, the factor is 0.7.  At 40 Days, and all dates after, the factor is 1.&lt;br /&gt;
&lt;br /&gt;
== Adaption factor ==&lt;br /&gt;
&lt;br /&gt;
Roughly, the Adaption Factor means Rimworld tries to make the game harder if it thinks the player is doing well, and easier if it thinks the player is doing poorly.  Time passed since the deaths of colonists, and time passed since the downing of colonists are the major aspects that Adaption Factor considers.  &lt;br /&gt;
&lt;br /&gt;
Slaves and quest lodgers are considered colonists for the purposes of the Adaption Factor. [[Friendly mechanoids|Player-controlled mechs]] do not count for the Adaption Factor. [[Children]] that can walk do fully count towards the Adaption factor. It does not matter how a pawn is downed / killed, so violently killing your own colonists will impact adaptation (as opposed to executing or banishing them).&lt;br /&gt;
&lt;br /&gt;
Think of the &amp;quot;Adaption Factor&amp;quot; like the classic workplace sign that says &amp;quot;Days Since Last Injury: 10&amp;quot;.  The differences from this analogy to the &amp;quot;Adaption Factor&amp;quot; is that the &amp;quot;Adaption Factor&amp;quot; does not reset entirely on injuries.  Instead, a number of days are subtracted from the total and how many days are subtracted gets quite complicated.  In Rimworld, in this analogy, the sign can read &amp;quot;Days Since Last Injury: Negative 30&amp;quot;.  Also, the &amp;quot;Days Since Last Injury&amp;quot; don't necessarily go up 1 per day in Rimworld.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Impact&amp;quot; in the custom Storyteller Settings adjusts how much the game considers the &amp;quot;Adaption Factor&amp;quot;.  If &amp;quot;Adaption Impact&amp;quot; is set to 0% the &amp;quot;Adaption Factor&amp;quot; is effectively turned off.  The Adaption Factor has a maximum range of 0.4 to 1.47.  By default &amp;quot;Losing is Fun&amp;quot; has &amp;quot;Adaption Impact&amp;quot; set to 40%.  At &amp;quot;40% Adaption Impact&amp;quot; has an effective minimum and maximum range of the Adaption Factor is 0.75 to 1.19.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Growth Rate&amp;quot; in the custom difficulty options controls how fast the &amp;quot;Adaption Factor&amp;quot; grows over time.  On &amp;quot;Losing is Fun&amp;quot;, the &amp;quot;Adaption Growth Rate&amp;quot; is set to the maximum speed.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Factor&amp;quot; starts at 0.8.  The &amp;quot;AdaptDays&amp;quot; starts at 0.  There is a grace period of 30 days before the &amp;quot;AdaptDays&amp;quot; can go above 0.  Every 12 hours (or 30,000 game ticks), the game checks how many &amp;quot;AdaptDays&amp;quot; to add.  The game takes the current &amp;quot;AdaptDays&amp;quot; and looks at the following chart.  Each value shown is halved.  The halving occurs because the check is done every 12 hours, which means it happens twice a day.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graph || Current AdaptDays || AdaptDays Added&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | {{Graph:Chart|width=400|height=100|xAxisTitle=Current AdaptDays |yAxisTitle=AdaptDays Added|type=line|x= -30, -0.01, 0, 59.99, 60, 119.99, 120  |y1= 3, 3, 1, 1, 0.5, 0.5, 0.25}} || style=&amp;quot;text-align:right&amp;quot; | -30 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | -0.01 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 59.99 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 60 || style=&amp;quot;text-align:right&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 119.99 || style=&amp;quot;text-align:right&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 120 || style=&amp;quot;text-align:right&amp;quot; | 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a colonist dies an amount of &amp;quot;AdaptDays&amp;quot; are removed based on your population.  Here's the Chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Population || AdaptDays Removed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 11 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 20&lt;br /&gt;
|}&lt;br /&gt;
		&lt;br /&gt;
When a colonist is downed a different amount of &amp;quot;AdaptDays&amp;quot; are removed based on your population.  Here's that chart:&lt;br /&gt;
	      &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Population || AdaptDays Removed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 3 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 11 || style=&amp;quot;text-align:right&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 3.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Adapt Days&amp;quot; have a minimum value of -60 and a maximum value of 100.  &amp;quot;AdaptDays&amp;quot; are taken to a chart to determine &amp;quot;Adaption Factor&amp;quot;.  Here's that chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Current AdaptDays || Adaption Factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | -30 || style=&amp;quot;text-align:right&amp;quot; | 0.4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 0.8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 30 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 60 || style=&amp;quot;text-align:right&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 120 || style=&amp;quot;text-align:right&amp;quot; | 1.6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 180 || style=&amp;quot;text-align:right&amp;quot; | 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chart goes beyond the maximum potential &amp;quot;AdaptDays&amp;quot; value.   Even though the chart goes up to 180 &amp;quot;AdaptDays&amp;quot; and 2.0 &amp;quot;Adaption Factor&amp;quot;, &amp;quot;Adaption Factor&amp;quot; cannot reach that point.  At the maximum value of 100 &amp;quot;AdaptDays&amp;quot;, the &amp;quot;Adaption Factor&amp;quot; is 1.47.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Factor&amp;quot; is shared across multiple map tiles.&lt;br /&gt;
&lt;br /&gt;
== Other factors ==&lt;br /&gt;
Firstly, the raid point cap of 10,000 is applied. The following factors are applied after the cap:&lt;br /&gt;
&lt;br /&gt;
*Storytellers may have a &amp;quot;randomPointsFactorRange&amp;quot; to modify raid size. [[Randy Random]] will randomly increase or decrease the raid point value by 50% to 150% for each event. [[Cassandra Classic]] and [[Phoebe Chillax]] will not do any further modification.&lt;br /&gt;
&lt;br /&gt;
*Major threats caused by a [[quest]] may have more raid points than normal. The multiplier is dependent on the stars (1-3) that a quest has.&lt;br /&gt;
&lt;br /&gt;
*The type of major threat can modify raid size. [[Sapper]]s and center [[drop pod]] raids will be smaller than expected.&lt;br /&gt;
&lt;br /&gt;
*Raids caused by the [[ship reactor]]'s activation or the [[Royal Ascent]] quest will always have a minimum of 500 raid points, regardless of threat scale (or any other factor to raid points).&lt;br /&gt;
&lt;br /&gt;
== Wealth independent mode ==&lt;br /&gt;
&amp;quot;Wealth Independent&amp;quot; mode is another option in the &amp;quot;custom&amp;quot; section of the &amp;quot;Storyteller Settings&amp;quot;.  Rather than tracking &amp;quot;StorytellerWealth&amp;quot;, an amount of wealth is assigned based on time passed on that specific map tile:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Days Passed || StorytellerWealth&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 180 || style=&amp;quot;text-align:right&amp;quot; | 180,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 720 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,800 || style=&amp;quot;text-align:right&amp;quot; | 2,500,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This chart is for the default choice of &amp;quot;Years until Max Threat: 12&amp;quot;.  Changing the &amp;quot;Years Until Maximum Threat&amp;quot; slider sets the year that the 1,000,000 wealth value will be assigned.  For example, if 1 Year is chosen, then on day 60 (end of year 1), 1 Million Wealth will be assigned.  If the year 20 is chosen, on day 1,200 (end of year 20), 1 million wealth will be assigned.&lt;br /&gt;
&lt;br /&gt;
All other factors, such as pawn count and adaptation, are applied as normal.&lt;br /&gt;
&lt;br /&gt;
The Wealth Independent Mode timer is exclusive to each map tile.  Each map tile starts the timer at 0.  Changing map tiles will reset the Wealth Independent mode timer.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Storyteller now ignores Hit Points of buildings for purposes of wealth calculation.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves). This means having slaves won't attract larger threats as much as colonists.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Friendly mechanoids]] now count towards pawn points, in addition to wealth points. Slightly reduce the impact that player mechanoids have on raid points.&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=171850</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=171850"/>
		<updated>2025-11-12T16:44:14Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=General cleanliness and polish pass}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Creepjoiner&lt;br /&gt;
| image = Timeless_one.png&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Creepjoiners'''&amp;lt;ref&amp;gt;The term ''creepjoiner'' is taken from the game's code, and is not used in-game.&amp;lt;/ref&amp;gt; are a phenomenon added by the [[Anomaly DLC]]. They are humans who will randomly arrive at your colony offering to join, typically providing great benefits but often concealing downsides that can range from minor annoyances to debilitatingly dangerous. Creepjoiners can be encountered even before activating the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners always request to join the colony. They will appear on the edge of the map and make their way to a nearby location - similar to a [[trader]] - where they will linger and wait for someone to be sent to talk to them. Upon doing so, three options are presented: to accept the request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request.&lt;br /&gt;
&lt;br /&gt;
If rejected or if ignored for {{ticks/gametime/days|60000}}, creepjoiners have an equal chance to either depart peacefully or to immediately become hostile and attack.&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has an upside and a possible downside. Potential options for each of these can found in the [[#Benefits|Benefits]] and [[#Drawbacks|Drawbacks]] sections.&lt;br /&gt;
&lt;br /&gt;
All creepjoiners are initially [[unwaveringly loyal]]. This condition is permanently removed if they are allowed to join the colony. If arrested before joining, such as by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;''&amp;quot; option when first speaking to them, they can only be recruited by removing their unwavering status using the [[brainwipe]] [[ritual]]. Creepjoiners can also be [[Slavery|enslaved]], {{IdeologyIcon}} although their extremely high will of 80-90 makes this very tedious.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for Advanced [[Research#Anomaly|void research]] if taken prisoner. They give 2 Advanced research with a cooldown of 2 days. The creepjoiner must be walking to be able to be studied.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners cannot be duplicated by the [[corrupted obelisk]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiners are unable to romance ordinary pawns, but they can romance other creepjoiners or form relationships with pawns with the [[psychic bonding]] gene. {{BiotechIcon}} Creepjoiners can become [[pregnant]] {{BiotechIcon}}, but their children will be normal humans and not inherit any of the unique mechanics of creepjoiners.&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage_Creepjoiners.png|thumb|A marriage ceremony between two creepjoiners. Other pawns from the colony are participating.]]&lt;br /&gt;
&lt;br /&gt;
=== Occurrence ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners start appearing randomly after 10 days from game start. Reoccurrences are subject to a 60-day cooldown. There are no other requirements, but until the Monolith reaches level 2, the metalhorror variant is disabled, making creepjoiners slightly rarer.&lt;br /&gt;
&lt;br /&gt;
==== Farming ====&lt;br /&gt;
&lt;br /&gt;
It is possible to reliably spawn creepjoiners via [[void provocation]]. The monolith must be kept at level 2, and [[metalhorror]] must be left undiscovered (keeping colony population at 3 or less will prevent it from appearing naturally). In this state, void provocation can spawn a metalhorror-infected creepjoiner, and will do so every time (subject to the 60-day creepjoiner cooldown) after all other advanced entities are discovered. This basically guarantees one creepjoiner per year, with the added benefit of blocking non-metalhorror downsides, including the permanently detrimental ones.&lt;br /&gt;
&lt;br /&gt;
Of course, once such a creepjoiner is accepted into the colony, a metalhorror encounter is inevitable – which means this method can be used to recruit only one creepjoiner per playthrough (or one batch of creepjoiners, but they would need to be gathered over many years into a cryptosleep stash then recruited all at once). Therefore, it's best used as a mechanism to reroll creepjoiners until a highly desirable one appears. Bad creepjoiners can be reliably disposed of without revealing their metalhorrors by incapacitating (by allowing to join and anaesthetizing, or shock lance), arresting, then dumping them via caravan.{{Check Tag|Without arrest?|Is it safe to banish or caravan-dump a metalhorror-infected creepjoiner who's conscious and/or not imprisoned?}}&lt;br /&gt;
&lt;br /&gt;
Naturally-occurring creepjoiners and void provocation-summoned creepjoiners are on separate 60-day cooldowns, so a colony actively farming them can expect to average some 1.5 creepjoiners per year.{{Check Tag|Code?|In actual gameplay on 1.6.4630, it clearly works like this, but from looking at the code, it's not clear why it would, could this be a bug?}}&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner type comes with preset equipment, traits, and possible [[#Benefit|benefits]]. A brief summary of each possible type's notable properties is provided here:&lt;br /&gt;
&lt;br /&gt;
* '''Leathery stranger:''' No unique effects.&lt;br /&gt;
* '''Dark scholar:''' Has the [[Psychopath]] trait, 14-20 in the [[Intellectual]] skill, and several surgical scars.&lt;br /&gt;
* '''Deal maker:''' Has the [[Beautiful]] trait and 14-20 in the [[Shooting]] and [[Social]] skills.&lt;br /&gt;
* '''Drifter:''' No unique effects.&lt;br /&gt;
* '''Blind healer:''' Always spawns missing both eyes, which can be replaced with full functionality by the [[Ailments#Healing method table|usual methods]]. Guaranteed to have the ''unnatural healing'' benefit.&lt;br /&gt;
* '''Timeless one:''' Always between 13 and 16 years old. Not to be confused with [[Ageless]].{{BiotechIcon}}&lt;br /&gt;
* '''Cult escapee:''' Usually has many surgical scars and/or removed body parts. 50% chance to spawn with a [[flesh tentacle]] on either arm.&lt;br /&gt;
* '''Lone genius:''' Has the [[Too smart]] and [[Abrasive]] traits, as well as 13-18 in the [[Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a single benefit, chosen at random. Most creepjoiner types have a specific list of possible benefits that they are restricted to; for more information, consult the [[#Pawn Kinds|Pawn Kinds]] table at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect human:''' Has the [[Industrious]] trait and 14 to 18 in all [[skills]]. Also has the unique [[Perfect memory]] trait, which entirely disables skill decay.&lt;br /&gt;
* '''Occultist:''' Has the unique [[Traits#Occultist|Occultist]] trait.&lt;br /&gt;
* '''Unnatural healing:''' Has the ''unnatural healing'' ability (see below).&lt;br /&gt;
** This benefit has a weight of 0.5 (compared to the weight of 1 for every other benefit), making it less likely to be chosen on its own.&lt;br /&gt;
* '''Shambler overlord:''' Has the ''release deadlife dust'' ability.&lt;br /&gt;
* '''Fleshcrafter:''' Has the ''shape flesh'' ability.&lt;br /&gt;
* '''Alchemist:''' Has the ''transmute steel'' ability.&lt;br /&gt;
* '''Joybringer:''' Has the unique [[Joyous]] trait, which grants {{good|+20}} opinion from all other pawns and a {{Thought|desc=Wherever I go, I can feel the joyous one in the back of my mind. It makes me feel good. Very good.|label=Joyous presence|value=+3|stack=1}} to all colonists on the map.&lt;br /&gt;
* '''Death refusal:''' Starts with four uses of [[death refusal]].&lt;br /&gt;
* '''Body mastery:''' Has the unique [[Body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* '''Psychic butcher:''' Has the ''psychic slaughter'' ability.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].{{Check Tag|Artificial parts?|Stopped by artificial arm? Wb artificial hand?}}&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
** If used on a [[human]]: Any worn [[clothing]] is destroyed outright. Inventory items or equipped [[weapon]]s are dropped.&lt;br /&gt;
** If used on an [[animal]]: Any carried items are dropped.&lt;br /&gt;
* Generates [[twisted meat]] where the target once stood, yielding an amount roughly equal to the target's [[meat amount]] stat.&lt;br /&gt;
* Strangely, does ''not'' count as a hostile action when used on allies.&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Maximum [[body size]] of 2.5. Cannot target self.&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of [[steel]] into an equivalent amount of [[twisted meat]], [[gold]], [[plasteel]], [[bioferrite]], or [[uranium]], chosen at random.&lt;br /&gt;
** Can also target [[steel slag chunk]]s (but ''not'' [[mechanoid slag chunk]]s), yielding 15 of one of the aforementioned resources.&lt;br /&gt;
** Can also target any [[stuff]]able steel item or building, which randomly changes its stuff type to one of the aforementioned resources (excluding twisted meat).&lt;br /&gt;
| 1-75 steel; steel slag chunks; steel items or buildings&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud centered on the caster that reanimates any non-[[Mechanoid|mechanoid]] corpse within about a 5-tile radius as a friendly [[shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| All non-[[mechanoid]] corpses in range&lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[mechanoid]] [[corpse]] into a hostile [[fleshbeast]].&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3.5]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.51]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners typically have one downside applied to them upon spawning. These downsides are almost always hidden from the player, and only become revealed when their effects first manifest. A list of possible drawbacks includes:&lt;br /&gt;
&lt;br /&gt;
* Nothing.&lt;br /&gt;
* '''Desertion:''' After 9-30 days in the colony, the creepjoiner will suddenly depart. They will immediately attempt to exit the map, abandoning any work they were doing in the process.&lt;br /&gt;
** This drawback has a weight of 3 (compared to the weight of 1 for every other downside), making it more likely to be chosen than any other drawback.&lt;br /&gt;
** [[Prisoner|Imprisoned]] or [[Slave|enslaved]] {{IdeologyIcon}} creepjoiners will wait until they are freed to desert.&lt;br /&gt;
** A creepjoiner captured while deserting and subsequently recruited or enslaved {{IdeologyIcon}} will not attempt to desert again.&lt;br /&gt;
** Creepjoiners can desert even when they are currently [[downed]].&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. ''&lt;br /&gt;
* '''Aggressive:''' After 9-30 days in the colony, the creepjoiner suddenly becomes hostile and attacks.&lt;br /&gt;
* '''Metalhorror:'''  The creepjoiner is secretly infected with a [[metalhorror]].&lt;br /&gt;
** Creepjoiners with this downside will always become hostile if not accepted by the colony.&lt;br /&gt;
** This downside does not appear under normal conditions. Instead, creepjoiners with a metalhorror can only appear as part of a unique incident that appears identical to a regular arrival. It is naturally 5% as likely to appear as a regular creepjoiner, but is one possible outcome of [[void provocation]]. &lt;br /&gt;
** Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 2 for this downside to occur.&lt;br /&gt;
* '''Crumbling mind:''' After 1-3 days, the creepjoiner is revealed to be suffering from a [[Crumbling_mind|crumbling mind]].&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will soon cause severe mental degradation. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but they will become very ill within the next few days.''&lt;br /&gt;
* '''Void fascination:''' Guaranteed to have the unique [[Void fascination]] trait. Immediately apparent. [[File:AgonyPulseDeath.png|right|450px]]&lt;br /&gt;
* '''Psychic agony:''' The creepjoiner periodically emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|agony pulse]], affecting all pawns within 14.9 tiles ''including the creepjoiner themselves.'' This happens once every 30 days on average, with a minimum time of 5 days between each occurrence. &lt;br /&gt;
** Can be diagnosed early with a surgical inspection: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it.''&amp;quot;&lt;br /&gt;
** Affected targets receive {{bad|+100%}} [[pain]], which is enough to instantly down all pawns without a source of pain reduction. After {{ticks|600}} to {{ticks|900}}, this is reduced to a milder {{bad|+25%}} pain that lasts between {{ticks/gametime/days|120000}} and {{ticks/gametime/days|240000}}. &lt;br /&gt;
** At 100% pain, [[consciousness]] is reduced by 40%, meaning that Agony Pulses can kill pawns when combined with consciousness reductions from other sources. &lt;br /&gt;
** The agony pulse is ''not'' modulated by [[psychic sensitivity]]; even [[psychically deaf]] pawns will suffer its effects.&lt;br /&gt;
* '''Organ decay:''' After 3-5 days, the creepjoiner will reveal that they are suffering from [[organ decay]] in 3-5 internal organs. This uses a unique variant of organ decay that progresses three times faster than normal, allowing only 10-20 days to treat each instance.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;quot;&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but &amp;lt;CREEPJOINER NAME&amp;gt; will become very ill within the next few days.&amp;quot;''&lt;br /&gt;
* '''Disturbing:''' Guaranteed to have the unique [[Disturbing]] trait. Immediately apparent.&lt;br /&gt;
&lt;br /&gt;
=== Hostility ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether they are recruited, all creepjoiners will immediately become hostile the first time they receive friendly fire damage or a colonist attempts to [[slavery|enslave]] {{IdeologyIcon}} them once their will reaches 0. This can only happen once for each creepjoiner, but will never expire, so there is always the possibility of the creepjoiner turning hostile until it actually happens.&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner has a special effect, chosen randomly, that will activate when they become hostile:&lt;br /&gt;
&lt;br /&gt;
* '''Basic assault:''' No special effects.&lt;br /&gt;
** It has weight of 3, meaning it's 3 times more likely to be chosen than other hostility responses.&lt;br /&gt;
* '''Fleshbeast emergence:''' The creepjoiner transforms into a [[fleshbeast]] (chosen randomly between [[fingerspike]], [[toughspike]], and [[trispike]]). This destroys the creepjoiner's body outright, rendering them permanently dead even if they had [[death refusal]] or [[deathless]] {{BiotechIcon}}.&lt;br /&gt;
* '''Sightstealer attack:''' The creepjoiner will scream and summon [[sightstealer]]s to attack the colony.&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... ''&lt;br /&gt;
&lt;br /&gt;
These effects also trigger if the creepjoiner dies by any means.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The abilities possessed by creepjoiners range from modestly useful to potentially colony-changing. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Carefully inspect the pawn's entire Bio and Health tab before recruiting them. One must decide whether the potential risks a creepjoiner brings are worth it, but also weigh the downsides of ''not'' recruiting them (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[surgical inspection]] can reveal some potential downsides early - making it a useful habit to practice with new creepjoiners - but not all of them. Vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
A creepjoiner's time-based downsides (such as ''organ decay'' or ''crumbling mind'') can be halted by placing them inside a [[cryptosleep casket]] until treatment is available. This will naturally disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them physically isolated. [[Allowed area]]s and [[schedule|scheduling]] can be used to mitigate their proximity to other colonists until their downside is revealed for what it is.&lt;br /&gt;
&lt;br /&gt;
Before you have ruled out the possibility of desertion, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;br /&gt;
&lt;br /&gt;
The potential for [[#Hostility|fleshbeast emergence]] should also be ruled out before equipping a creepjoiner with powerful gear or [[genes]] {{BiotechIcon}}. Because it destroys the body outright, any equipped gear or installed parts are destroyed with no chance for recovery. This ignores (and negates!) [[death refusal]] and [[deathless]] {{BiotechIcon}}, so it is important to either rule out the possibility of fleshbeast emergence before applying these powerful effects, or to simply accept the risk that they may be wasted.&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=171815</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=171815"/>
		<updated>2025-11-10T23:25:11Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=General cleanliness and polish pass}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Creepjoiner&lt;br /&gt;
| image = Timeless_one.png&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Creepjoiners'''&amp;lt;ref&amp;gt;The term ''creepjoiner'' is taken from the game's code, and is not used in-game.&amp;lt;/ref&amp;gt; are a phenomenon added by the [[Anomaly DLC]]. They are humans who will randomly arrive at your colony offering to join, typically providing great benefits but often concealing downsides that can range from minor annoyances to debilitatingly dangerous. Creepjoiners can be encountered even before activating the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners always request to join the colony. They will appear on the edge of the map and make their way to a nearby location - similar to a [[trader]] - where they will linger and wait for someone to be sent to talk to them. Upon doing so, three options are presented: to accept the request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request.&lt;br /&gt;
&lt;br /&gt;
If rejected or if ignored for {{ticks/gametime/days|60000}}, creepjoiners have an equal chance to either depart peacefully or to immediately become hostile and attack.&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has an upside and a possible downside. Potential options for each of these can found in the [[#Benefits|Benefits]] and [[#Drawbacks|Drawbacks]] sections.&lt;br /&gt;
&lt;br /&gt;
All creepjoiners are initially [[unwaveringly loyal]]. This condition is permanently removed if they are allowed to join the colony. If arrested before joining, such as by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;''&amp;quot; option when first speaking to them, they can only be recruited by removing their unwavering status using the [[brainwipe]] [[ritual]]. Creepjoiners can also be [[Slavery|enslaved]], {{IdeologyIcon}} although their extremely high will of 80-90 makes this very tedious.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for Advanced [[Research#Anomaly|void research]] if taken prisoner. They give 2 Advanced research with a cooldown of 2 days. The creepjoiner must be walking to be able to be studied.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners cannot be duplicated by the [[corrupted obelisk]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiners are unable to romance ordinary pawns, but they can romance other creepjoiners or form relationships with pawns with the [[psychic bonding]] gene. {{BiotechIcon}} Creepjoiners can become [[pregnant]] {{BiotechIcon}}, but their children will be normal humans and not inherit any of the unique mechanics of creepjoiners.&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage_Creepjoiners.png|thumb|A marriage ceremony between two creepjoiners. Other pawns from the colony are participating.]]&lt;br /&gt;
&lt;br /&gt;
=== Occurrence ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners start appearing randomly after 10 days from game start. Reoccurrences are subject to a 60-day cooldown. There are no other requirements, but until the Monolith reaches level 2, the metalhorror variant is disabled, making creepjoiners slightly rarer.&lt;br /&gt;
&lt;br /&gt;
==== Farming ====&lt;br /&gt;
&lt;br /&gt;
It is possible to reliably spawn creepjoiners via [[void provocation]]. The monolith must be kept at level 2, and [[metalhorror]] must be left undiscovered (keeping colony population at 3 or less will prevent it from appearing naturally). In this state, void provocation can spawn a metalhorror-infected creepjoiner, and will do so every time (subject to the 60-day creepjoiner cooldown) after all other advanced entities are discovered. This basically guarantees one creepjoiner per year, with the added benefit of blocking non-metalhorror downsides, including the permanently detrimental ones.&lt;br /&gt;
&lt;br /&gt;
Of course, once such a creepjoiner is accepted into the colony, a metalhorror encounter is inevitable – which means this method can be used to recruit only one creepjoiner per playthrough (or one batch of creepjoiners, but they would need to be gathered over many years into a cryptosleep stash then recruited all at once). Therefore, it's best used as a mechanism to reroll creepjoiners until a highly desirable one appears. Bad creepjoiners can be reliably disposed of without revealing their metalhorrors by incapacitating (by allowing to join and anaesthetizing, or shock lance), arresting, then dumping them via caravan.{{Check Tag|Without arrest?|Is it safe to banish or caravan-dump a metalhorror-infected creepjoiner who's conscious and/or not imprisoned?}}&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner type comes with preset equipment, traits, and possible [[#Benefit|benefits]]. A brief summary of each possible type's notable properties is provided here:&lt;br /&gt;
&lt;br /&gt;
* '''Leathery stranger:''' No unique effects.&lt;br /&gt;
* '''Dark scholar:''' Has the [[Psychopath]] trait, 14-20 in the [[Intellectual]] skill, and several surgical scars.&lt;br /&gt;
* '''Deal maker:''' Has the [[Beautiful]] trait and 14-20 in the [[Shooting]] and [[Social]] skills.&lt;br /&gt;
* '''Drifter:''' No unique effects.&lt;br /&gt;
* '''Blind healer:''' Always spawns missing both eyes, which can be replaced with full functionality by the [[Ailments#Healing method table|usual methods]]. Guaranteed to have the ''unnatural healing'' benefit.&lt;br /&gt;
* '''Timeless one:''' Always between 13 and 16 years old. Not to be confused with [[Ageless]].{{BiotechIcon}}&lt;br /&gt;
* '''Cult escapee:''' Usually has many surgical scars and/or removed body parts. 50% chance to spawn with a [[flesh tentacle]] on either arm.&lt;br /&gt;
* '''Lone genius:''' Has the [[Too smart]] and [[Abrasive]] traits, as well as 13-18 in the [[Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a single benefit, chosen at random. Most creepjoiner types have a specific list of possible benefits that they are restricted to; for more information, consult the [[#Pawn Kinds|Pawn Kinds]] table at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect human:''' Has the [[Industrious]] trait and 14 to 18 in all [[skills]]. Also has the unique [[Perfect memory]] trait, which entirely disables skill decay.&lt;br /&gt;
* '''Occultist:''' Has the unique [[Traits#Occultist|Occultist]] trait.&lt;br /&gt;
* '''Unnatural healing:''' Has the ''unnatural healing'' ability (see below).&lt;br /&gt;
** This benefit has a weight of 0.5 (compared to the weight of 1 for every other benefit), making it less likely to be chosen on its own.&lt;br /&gt;
* '''Shambler overlord:''' Has the ''release deadlife dust'' ability.&lt;br /&gt;
* '''Fleshcrafter:''' Has the ''shape flesh'' ability.&lt;br /&gt;
* '''Alchemist:''' Has the ''transmute steel'' ability.&lt;br /&gt;
* '''Joybringer:''' Has the unique [[Joyous]] trait, which grants {{good|+20}} opinion from all other pawns and a {{Thought|desc=Wherever I go, I can feel the joyous one in the back of my mind. It makes me feel good. Very good.|label=Joyous presence|value=+3|stack=1}} to all colonists on the map.&lt;br /&gt;
* '''Death refusal:''' Starts with four uses of [[death refusal]].&lt;br /&gt;
* '''Body mastery:''' Has the unique [[Body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* '''Psychic butcher:''' Has the ''psychic slaughter'' ability.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].{{Check Tag|Artificial parts?|Stopped by artificial arm? Wb artificial hand?}}&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
** If used on a [[human]]: Any worn [[clothing]] is destroyed outright. Inventory items or equipped [[weapon]]s are dropped.&lt;br /&gt;
** If used on an [[animal]]: Any carried items are dropped.&lt;br /&gt;
* Generates [[twisted meat]] where the target once stood, yielding an amount roughly equal to the target's [[meat amount]] stat.&lt;br /&gt;
* Strangely, does ''not'' count as a hostile action when used on allies.&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Maximum [[body size]] of 2.5. Cannot target self.&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of [[steel]] into an equivalent amount of [[twisted meat]], [[gold]], [[plasteel]], [[bioferrite]], or [[uranium]], chosen at random.&lt;br /&gt;
** Can also target [[steel slag chunk]]s (but ''not'' [[mechanoid slag chunk]]s), yielding 15 of one of the aforementioned resources.&lt;br /&gt;
** Can also target any [[stuff]]able steel item or building, which randomly changes its stuff type to one of the aforementioned resources (excluding twisted meat).&lt;br /&gt;
| 1-75 steel; steel slag chunks; steel items or buildings&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud centered on the caster that reanimates any non-[[Mechanoid|mechanoid]] corpse within about a 5-tile radius as a friendly [[shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| All non-[[mechanoid]] corpses in range&lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[mechanoid]] [[corpse]] into a hostile [[fleshbeast]].&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3.5]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.51]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners typically have one downside applied to them upon spawning. These downsides are almost always hidden from the player, and only become revealed when their effects first manifest. A list of possible drawbacks includes:&lt;br /&gt;
&lt;br /&gt;
* Nothing.&lt;br /&gt;
* '''Desertion:''' After 9-30 days in the colony, the creepjoiner will suddenly depart. They will immediately attempt to exit the map, abandoning any work they were doing in the process.&lt;br /&gt;
** This drawback has a weight of 3 (compared to the weight of 1 for every other downside), making it more likely to be chosen than any other drawback.&lt;br /&gt;
** [[Prisoner|Imprisoned]] or [[Slave|enslaved]] {{IdeologyIcon}} creepjoiners will wait until they are freed to desert.&lt;br /&gt;
** A creepjoiner captured while deserting and subsequently recruited or enslaved {{IdeologyIcon}} will not attempt to desert again.&lt;br /&gt;
** Creepjoiners can desert even when they are currently [[downed]].&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. ''&lt;br /&gt;
* '''Aggressive:''' After 9-30 days in the colony, the creepjoiner suddenly becomes hostile and attacks.&lt;br /&gt;
* '''Metalhorror:'''  The creepjoiner is secretly infected with a [[metalhorror]].&lt;br /&gt;
** Creepjoiners with this downside will always become hostile if not accepted by the colony.&lt;br /&gt;
** This downside does not appear under normal conditions. Instead, creepjoiners with a metalhorror can only appear as part of a unique incident that appears identical to a regular arrival. It is naturally 5% as likely to appear as a regular creepjoiner, but is one possible outcome of [[void provocation]]. &lt;br /&gt;
** Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 2 for this downside to occur.&lt;br /&gt;
* '''Crumbling mind:''' After 1-3 days, the creepjoiner is revealed to be suffering from a [[Crumbling_mind|crumbling mind]].&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will soon cause severe mental degradation. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but they will become very ill within the next few days.''&lt;br /&gt;
* '''Void fascination:''' Guaranteed to have the unique [[Void fascination]] trait. Immediately apparent. [[File:AgonyPulseDeath.png|right|450px]]&lt;br /&gt;
* '''Psychic agony:''' The creepjoiner periodically emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|agony pulse]], affecting all pawns within 14.9 tiles ''including the creepjoiner themselves.'' This happens once every 30 days on average, with a minimum time of 5 days between each occurrence. &lt;br /&gt;
** Can be diagnosed early with a surgical inspection: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it.''&amp;quot;&lt;br /&gt;
** Affected targets receive {{bad|+100%}} [[pain]], which is enough to instantly down all pawns without a source of pain reduction. After {{ticks|600}} to {{ticks|900}}, this is reduced to a milder {{bad|+25%}} pain that lasts between {{ticks/gametime/days|120000}} and {{ticks/gametime/days|240000}}. &lt;br /&gt;
** At 100% pain, [[consciousness]] is reduced by 40%, meaning that Agony Pulses can kill pawns when combined with consciousness reductions from other sources. &lt;br /&gt;
** The agony pulse is ''not'' modulated by [[psychic sensitivity]]; even [[psychically deaf]] pawns will suffer its effects.&lt;br /&gt;
* '''Organ decay:''' After 3-5 days, the creepjoiner will reveal that they are suffering from [[organ decay]] in 3-5 internal organs. This uses a unique variant of organ decay that progresses three times faster than normal, allowing only 10-20 days to treat each instance.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;quot;&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but &amp;lt;CREEPJOINER NAME&amp;gt; will become very ill within the next few days.&amp;quot;''&lt;br /&gt;
* '''Disturbing:''' Guaranteed to have the unique [[Disturbing]] trait. Immediately apparent.&lt;br /&gt;
&lt;br /&gt;
=== Hostility ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether they are recruited, all creepjoiners will immediately become hostile the first time they receive friendly fire damage or a colonist attempts to [[slavery|enslave]] {{IdeologyIcon}} them once their will reaches 0. This can only happen once for each creepjoiner, but will never expire, so there is always the possibility of the creepjoiner turning hostile until it actually happens.&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner has a special effect, chosen randomly, that will activate when they become hostile:&lt;br /&gt;
&lt;br /&gt;
* '''Basic assault:''' No special effects.&lt;br /&gt;
** It has weight of 3, meaning it's 3 times more likely to be chosen than other hostility responses.&lt;br /&gt;
* '''Fleshbeast emergence:''' The creepjoiner transforms into a [[fleshbeast]] (chosen randomly between [[fingerspike]], [[toughspike]], and [[trispike]]). This destroys the creepjoiner's body outright, rendering them permanently dead even if they had [[death refusal]] or [[deathless]] {{BiotechIcon}}.&lt;br /&gt;
* '''Sightstealer attack:''' The creepjoiner will scream and summon [[sightstealer]]s to attack the colony.&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... ''&lt;br /&gt;
&lt;br /&gt;
These effects also trigger if the creepjoiner dies by any means.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The abilities possessed by creepjoiners range from modestly useful to potentially colony-changing. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Carefully inspect the pawn's entire Bio and Health tab before recruiting them. One must decide whether the potential risks a creepjoiner brings are worth it, but also weigh the downsides of ''not'' recruiting them (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[surgical inspection]] can reveal some potential downsides early - making it a useful habit to practice with new creepjoiners - but not all of them. Vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
A creepjoiner's time-based downsides (such as ''organ decay'' or ''crumbling mind'') can be halted by placing them inside a [[cryptosleep casket]] until treatment is available. This will naturally disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them physically isolated. [[Allowed area]]s and [[schedule|scheduling]] can be used to mitigate their proximity to other colonists until their downside is revealed for what it is.&lt;br /&gt;
&lt;br /&gt;
Before you have ruled out the possibility of desertion, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;br /&gt;
&lt;br /&gt;
The potential for [[#Hostility|fleshbeast emergence]] should also be ruled out before equipping a creepjoiner with powerful gear or [[genes]] {{BiotechIcon}}. Because it destroys the body outright, any equipped gear or installed parts are destroyed with no chance for recovery. This ignores (and negates!) [[death refusal]] and [[deathless]] {{BiotechIcon}}, so it is important to either rule out the possibility of fleshbeast emergence before applying these powerful effects, or to simply accept the risk that they may be wasted.&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=171813</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=171813"/>
		<updated>2025-11-10T20:55:20Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=General cleanliness and polish pass}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Creepjoiner&lt;br /&gt;
| image = Timeless_one.png&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Creepjoiners'''&amp;lt;ref&amp;gt;The term ''creepjoiner'' is taken from the game's code, and is not used in-game.&amp;lt;/ref&amp;gt; are a phenomenon added by the [[Anomaly DLC]]. They are humans who will randomly arrive at your colony offering to join, typically providing great benefits but often concealing downsides that can range from minor annoyances to debilitatingly dangerous. Creepjoiners can be encountered even before activating the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners always request to join the colony. They will appear on the edge of the map and make their way to a nearby location - similar to a [[trader]] - where they will linger and wait for someone to be sent to talk to them. Upon doing so, three options are presented: to accept the request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request.&lt;br /&gt;
&lt;br /&gt;
If rejected or if ignored for {{ticks/gametime/days|60000}}, creepjoiners have an equal chance to either depart peacefully or to immediately become hostile and attack.&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has an upside and a possible downside. Potential options for each of these can found in the [[#Benefits|Benefits]] and [[#Drawbacks|Drawbacks]] sections.&lt;br /&gt;
&lt;br /&gt;
All creepjoiners are initially [[unwaveringly loyal]]. This condition is permanently removed if they are allowed to join the colony. If arrested before joining, such as by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;''&amp;quot; option when first speaking to them, they can only be recruited by removing their unwavering status using the [[brainwipe]] [[ritual]]. Creepjoiners can also be [[Slavery|enslaved]], {{IdeologyIcon}} although their extremely high will of 80-90 makes this very tedious.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for Advanced [[Research#Anomaly|void research]] if taken prisoner. They give 2 Advanced research with a cooldown of 2 days. The creepjoiner must be walking to be able to be studied.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners cannot be duplicated by the [[corrupted obelisk]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiners are unable to romance ordinary pawns, but they can romance other creepjoiners or form relationships with pawns with the [[psychic bonding]] gene. {{BiotechIcon}} Creepjoiners can become [[pregnant]] {{BiotechIcon}}, but their children will be normal humans and not inherit any of the unique mechanics of creepjoiners.&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage_Creepjoiners.png|thumb|A marriage ceremony between two creepjoiners. Other pawns from the colony are participating.]]&lt;br /&gt;
&lt;br /&gt;
=== Occurrence ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners start appearing randomly after 10 days from game start. Reoccurrences are subject to a 60-day cooldown. There are no other requirements, but until the Monolith reaches level 2, the metalhorror variant is disabled, making creepjoiners slightly rarer.&lt;br /&gt;
&lt;br /&gt;
==== Farming ====&lt;br /&gt;
&lt;br /&gt;
It is possible to reliably spawn creepjoiners via [[void provocation]]. The monolith must be kept at level 2, and [[metalhorror]] must be left undiscovered (keeping colony population at 3 or less will prevent it from appearing naturally). In this state, void provocation can spawn a metalhorror-infected creepjoiner, and will do so every time (subject to the 60-day creepjoiner cooldown) after all other advanced entities are discovered. This basically guarantees one creepjoiner per year, with the added benefit of blocking non-metalhorror downsides, including the permanently detrimental ones.&lt;br /&gt;
&lt;br /&gt;
Of course, once such a creepjoiner is accepted into the colony, a metalhorror encounter is inevitable – which means this method can be used to recruit only one creepjoiner per playthrough. Therefore, it's best used as a mechanism to reroll creepjoiners until a highly desirable one appears. Bad creepjoiners can be reliably disposed of without revealing their metalhorrors by incapacitating (by allowing to join and anaesthetizing, or shock lance), arresting, then dumping them via caravan.{{Check Tag|Without arrest?|Is it safe to banish or caravan-dump a metalhorror-infected creepjoiner who's conscious and/or not imprisoned?}}&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner type comes with preset equipment, traits, and possible [[#Benefit|benefits]]. A brief summary of each possible type's notable properties is provided here:&lt;br /&gt;
&lt;br /&gt;
* '''Leathery stranger:''' No unique effects.&lt;br /&gt;
* '''Dark scholar:''' Has the [[Psychopath]] trait, 14-20 in the [[Intellectual]] skill, and several surgical scars.&lt;br /&gt;
* '''Deal maker:''' Has the [[Beautiful]] trait and 14-20 in the [[Shooting]] and [[Social]] skills.&lt;br /&gt;
* '''Drifter:''' No unique effects.&lt;br /&gt;
* '''Blind healer:''' Always spawns missing both eyes, which can be replaced with full functionality by the [[Ailments#Healing method table|usual methods]]. Guaranteed to have the ''unnatural healing'' benefit.&lt;br /&gt;
* '''Timeless one:''' Always between 13 and 16 years old. Not to be confused with [[Ageless]].{{BiotechIcon}}&lt;br /&gt;
* '''Cult escapee:''' Usually has many surgical scars and/or removed body parts. 50% chance to spawn with a [[flesh tentacle]] on either arm.&lt;br /&gt;
* '''Lone genius:''' Has the [[Too smart]] and [[Abrasive]] traits, as well as 13-18 in the [[Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a single benefit, chosen at random. Most creepjoiner types have a specific list of possible benefits that they are restricted to; for more information, consult the [[#Pawn Kinds|Pawn Kinds]] table at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect human:''' Has the [[Industrious]] trait and 14 to 18 in all [[skills]]. Also has the unique [[Perfect memory]] trait, which entirely disables skill decay.&lt;br /&gt;
* '''Occultist:''' Has the unique [[Traits#Occultist|Occultist]] trait.&lt;br /&gt;
* '''Unnatural healing:''' Has the ''unnatural healing'' ability (see below).&lt;br /&gt;
** This benefit has a weight of 0.5 (compared to the weight of 1 for every other benefit), making it less likely to be chosen on its own.&lt;br /&gt;
* '''Shambler overlord:''' Has the ''release deadlife dust'' ability.&lt;br /&gt;
* '''Fleshcrafter:''' Has the ''shape flesh'' ability.&lt;br /&gt;
* '''Alchemist:''' Has the ''transmute steel'' ability.&lt;br /&gt;
* '''Joybringer:''' Has the unique [[Joyous]] trait, which grants {{good|+20}} opinion from all other pawns and a {{Thought|desc=Wherever I go, I can feel the joyous one in the back of my mind. It makes me feel good. Very good.|label=Joyous presence|value=+3|stack=1}} to all colonists on the map.&lt;br /&gt;
* '''Death refusal:''' Starts with four uses of [[death refusal]].&lt;br /&gt;
* '''Body mastery:''' Has the unique [[Body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* '''Psychic butcher:''' Has the ''psychic slaughter'' ability.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].{{Check Tag|Artificial parts?|Stopped by artificial arm? Wb artificial hand?}}&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
** If used on a [[human]]: Any worn [[clothing]] is destroyed outright. Inventory items or equipped [[weapon]]s are dropped.&lt;br /&gt;
** If used on an [[animal]]: Any carried items are dropped.&lt;br /&gt;
* Generates [[twisted meat]] where the target once stood, yielding an amount roughly equal to the target's [[meat amount]] stat.&lt;br /&gt;
* Strangely, does ''not'' count as a hostile action when used on allies.&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Maximum [[body size]] of 2.5. Cannot target self.&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of [[steel]] into an equivalent amount of [[twisted meat]], [[gold]], [[plasteel]], [[bioferrite]], or [[uranium]], chosen at random.&lt;br /&gt;
** Can also target [[steel slag chunk]]s (but ''not'' [[mechanoid slag chunk]]s), yielding 15 of one of the aforementioned resources.&lt;br /&gt;
** Can also target any [[stuff]]able steel item or building, which randomly changes its stuff type to one of the aforementioned resources (excluding twisted meat).&lt;br /&gt;
| 1-75 steel; steel slag chunks; steel items or buildings&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud centered on the caster that reanimates any non-[[Mechanoid|mechanoid]] corpse within about a 5-tile radius as a friendly [[shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| All non-[[mechanoid]] corpses in range&lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[mechanoid]] [[corpse]] into a hostile [[fleshbeast]].&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3.5]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.51]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners typically have one downside applied to them upon spawning. These downsides are almost always hidden from the player, and only become revealed when their effects first manifest. A list of possible drawbacks includes:&lt;br /&gt;
&lt;br /&gt;
* Nothing.&lt;br /&gt;
* '''Desertion:''' After 9-30 days in the colony, the creepjoiner will suddenly depart. They will immediately attempt to exit the map, abandoning any work they were doing in the process.&lt;br /&gt;
** This drawback has a weight of 3 (compared to the weight of 1 for every other downside), making it more likely to be chosen than any other drawback.&lt;br /&gt;
** [[Prisoner|Imprisoned]] or [[Slave|enslaved]] {{IdeologyIcon}} creepjoiners will wait until they are freed to desert.&lt;br /&gt;
** A creepjoiner captured while deserting and subsequently recruited or enslaved {{IdeologyIcon}} will not attempt to desert again.&lt;br /&gt;
** Creepjoiners can desert even when they are currently [[downed]].&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. ''&lt;br /&gt;
* '''Aggressive:''' After 9-30 days in the colony, the creepjoiner suddenly becomes hostile and attacks.&lt;br /&gt;
* '''Metalhorror:'''  The creepjoiner is secretly infected with a [[metalhorror]].&lt;br /&gt;
** Creepjoiners with this downside will always become hostile if not accepted by the colony.&lt;br /&gt;
** This downside does not appear under normal conditions. Instead, creepjoiners with a metalhorror can only appear as part of a unique incident that appears identical to a regular arrival. It is naturally 5% as likely to appear as a regular creepjoiner, but is one possible outcome of [[void provocation]]. &lt;br /&gt;
** Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 2 for this downside to occur.&lt;br /&gt;
* '''Crumbling mind:''' After 1-3 days, the creepjoiner is revealed to be suffering from a [[Crumbling_mind|crumbling mind]].&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will soon cause severe mental degradation. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but they will become very ill within the next few days.''&lt;br /&gt;
* '''Void fascination:''' Guaranteed to have the unique [[Void fascination]] trait. Immediately apparent. [[File:AgonyPulseDeath.png|right|450px]]&lt;br /&gt;
* '''Psychic agony:''' The creepjoiner periodically emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|agony pulse]], affecting all pawns within 14.9 tiles ''including the creepjoiner themselves.'' This happens once every 30 days on average, with a minimum time of 5 days between each occurrence. &lt;br /&gt;
** Can be diagnosed early with a surgical inspection: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it.''&amp;quot;&lt;br /&gt;
** Affected targets receive {{bad|+100%}} [[pain]], which is enough to instantly down all pawns without a source of pain reduction. After {{ticks|600}} to {{ticks|900}}, this is reduced to a milder {{bad|+25%}} pain that lasts between {{ticks/gametime/days|120000}} and {{ticks/gametime/days|240000}}. &lt;br /&gt;
** At 100% pain, [[consciousness]] is reduced by 40%, meaning that Agony Pulses can kill pawns when combined with consciousness reductions from other sources. &lt;br /&gt;
** The agony pulse is ''not'' modulated by [[psychic sensitivity]]; even [[psychically deaf]] pawns will suffer its effects.&lt;br /&gt;
* '''Organ decay:''' After 3-5 days, the creepjoiner will reveal that they are suffering from [[organ decay]] in 3-5 internal organs. This uses a unique variant of organ decay that progresses three times faster than normal, allowing only 10-20 days to treat each instance.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;quot;&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but &amp;lt;CREEPJOINER NAME&amp;gt; will become very ill within the next few days.&amp;quot;''&lt;br /&gt;
* '''Disturbing:''' Guaranteed to have the unique [[Disturbing]] trait. Immediately apparent.&lt;br /&gt;
&lt;br /&gt;
=== Hostility ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether they are recruited, all creepjoiners will immediately become hostile the first time they receive friendly fire damage or a colonist attempts to [[slavery|enslave]] {{IdeologyIcon}} them once their will reaches 0. This can only happen once for each creepjoiner, but will never expire, so there is always the possibility of the creepjoiner turning hostile until it actually happens.&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner has a special effect, chosen randomly, that will activate when they become hostile:&lt;br /&gt;
&lt;br /&gt;
* '''Basic assault:''' No special effects.&lt;br /&gt;
** It has weight of 3, meaning it's 3 times more likely to be chosen than other hostility responses.&lt;br /&gt;
* '''Fleshbeast emergence:''' The creepjoiner transforms into a [[fleshbeast]] (chosen randomly between [[fingerspike]], [[toughspike]], and [[trispike]]). This destroys the creepjoiner's body outright, rendering them permanently dead even if they had [[death refusal]] or [[deathless]] {{BiotechIcon}}.&lt;br /&gt;
* '''Sightstealer attack:''' The creepjoiner will scream and summon [[sightstealer]]s to attack the colony.&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... ''&lt;br /&gt;
&lt;br /&gt;
These effects also trigger if the creepjoiner dies by any means.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The abilities possessed by creepjoiners range from modestly useful to potentially colony-changing. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Carefully inspect the pawn's entire Bio and Health tab before recruiting them. One must decide whether the potential risks a creepjoiner brings are worth it, but also weigh the downsides of ''not'' recruiting them (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[surgical inspection]] can reveal some potential downsides early - making it a useful habit to practice with new creepjoiners - but not all of them. Vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
A creepjoiner's time-based downsides (such as ''organ decay'' or ''crumbling mind'') can be halted by placing them inside a [[cryptosleep casket]] until treatment is available. This will naturally disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them physically isolated. [[Allowed area]]s and [[schedule|scheduling]] can be used to mitigate their proximity to other colonists until their downside is revealed for what it is.&lt;br /&gt;
&lt;br /&gt;
Before you have ruled out the possibility of desertion, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;br /&gt;
&lt;br /&gt;
The potential for [[#Hostility|fleshbeast emergence]] should also be ruled out before equipping a creepjoiner with powerful gear or [[genes]] {{BiotechIcon}}. Because it destroys the body outright, any equipped gear or installed parts are destroyed with no chance for recovery. This ignores (and negates!) [[death refusal]] and [[deathless]] {{BiotechIcon}}, so it is important to either rule out the possibility of fleshbeast emergence before applying these powerful effects, or to simply accept the risk that they may be wasted.&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=171812</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=171812"/>
		<updated>2025-11-10T20:49:40Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Summary */ farming method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=General cleanliness and polish pass}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Creepjoiner&lt;br /&gt;
| image = Timeless_one.png&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Creepjoiners'''&amp;lt;ref&amp;gt;The term ''creepjoiner'' is taken from the game's code, and is not used in-game.&amp;lt;/ref&amp;gt; are a phenomenon added by the [[Anomaly DLC]]. They are humans who will randomly arrive at your colony offering to join, typically providing great benefits but often concealing downsides that can range from minor annoyances to debilitatingly dangerous. Creepjoiners can be encountered even before activating the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners always request to join the colony. They will appear on the edge of the map and make their way to a nearby location - similar to a [[trader]] - where they will linger and wait for someone to be sent to talk to them. Upon doing so, three options are presented: to accept the request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request.&lt;br /&gt;
&lt;br /&gt;
If rejected or if ignored for {{ticks/gametime/days|60000}}, creepjoiners have an equal chance to either depart peacefully or to immediately become hostile and attack.&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has an upside and a possible downside. Potential options for each of these can found in the [[#Benefits|Benefits]] and [[#Drawbacks|Drawbacks]] sections.&lt;br /&gt;
&lt;br /&gt;
All creepjoiners are initially [[unwaveringly loyal]]. This condition is permanently removed if they are allowed to join the colony. If arrested before joining, such as by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;''&amp;quot; option when first speaking to them, they can only be recruited by removing their unwavering status using the [[brainwipe]] [[ritual]]. Creepjoiners can also be [[Slavery|enslaved]], {{IdeologyIcon}} although their extremely high will of 80-90 makes this very tedious.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for Advanced [[Research#Anomaly|void research]] if taken prisoner. They give 2 Advanced research with a cooldown of 2 days. The creepjoiner must be walking to be able to be studied.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners cannot be duplicated by the [[corrupted obelisk]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiners are unable to romance ordinary pawns, but they can romance other creepjoiners or form relationships with pawns with the [[psychic bonding]] gene. {{BiotechIcon}} Creepjoiners can become [[pregnant]] {{BiotechIcon}}, but their children will be normal humans and not inherit any of the unique mechanics of creepjoiners.&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage_Creepjoiners.png|thumb|A marriage ceremony between two creepjoiners. Other pawns from the colony are participating.]]&lt;br /&gt;
&lt;br /&gt;
=== Occurrence ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners start appearing randomly after 10 days from game start. Reoccurrences are subject to a 60-day cooldown. There are no other requirements, but until the Monolith reaches level 2, the metalhorror variant is disabled, making creepjoiners slightly rarer.&lt;br /&gt;
&lt;br /&gt;
==== Farming ====&lt;br /&gt;
&lt;br /&gt;
It is possible to reliably spawn creepjoiners via [[void provocation]]. The monolith must be kept at level 2, and [[metalhorror]] must be left undiscovered (keeping colony population at 3 or less will prevent it from appearing naturally). In this state, void provocation can spawn a metalhorror-infected creepjoiner, and will do so every time (subject to the 60-day creepjoiner cooldown) after all other advanced entities are discovered. This basically guarantees one creepjoiner per year, with the added benefit of blocking non-metalhorror downsides, including the permanently detrimental ones.&lt;br /&gt;
&lt;br /&gt;
Of course, once such a creepjoiner is accepted into the colony, a metalhorror encounter is inevitable – which means this method can be used to recruit only one creepjoiner per playthrough. Therefore, it's best used as a mechanism to reroll creepjoiners until a highly desirable one appears. Bad creepjoiners can be reliably disposed of without revealing their metalhorrors by incapacitating them (by allowing to join and anaesthetizing, simply with a shock lance), then dumping them via caravan.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner type comes with preset equipment, traits, and possible [[#Benefit|benefits]]. A brief summary of each possible type's notable properties is provided here:&lt;br /&gt;
&lt;br /&gt;
* '''Leathery stranger:''' No unique effects.&lt;br /&gt;
* '''Dark scholar:''' Has the [[Psychopath]] trait, 14-20 in the [[Intellectual]] skill, and several surgical scars.&lt;br /&gt;
* '''Deal maker:''' Has the [[Beautiful]] trait and 14-20 in the [[Shooting]] and [[Social]] skills.&lt;br /&gt;
* '''Drifter:''' No unique effects.&lt;br /&gt;
* '''Blind healer:''' Always spawns missing both eyes, which can be replaced with full functionality by the [[Ailments#Healing method table|usual methods]]. Guaranteed to have the ''unnatural healing'' benefit.&lt;br /&gt;
* '''Timeless one:''' Always between 13 and 16 years old. Not to be confused with [[Ageless]].{{BiotechIcon}}&lt;br /&gt;
* '''Cult escapee:''' Usually has many surgical scars and/or removed body parts. 50% chance to spawn with a [[flesh tentacle]] on either arm.&lt;br /&gt;
* '''Lone genius:''' Has the [[Too smart]] and [[Abrasive]] traits, as well as 13-18 in the [[Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a single benefit, chosen at random. Most creepjoiner types have a specific list of possible benefits that they are restricted to; for more information, consult the [[#Pawn Kinds|Pawn Kinds]] table at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect human:''' Has the [[Industrious]] trait and 14 to 18 in all [[skills]]. Also has the unique [[Perfect memory]] trait, which entirely disables skill decay.&lt;br /&gt;
* '''Occultist:''' Has the unique [[Traits#Occultist|Occultist]] trait.&lt;br /&gt;
* '''Unnatural healing:''' Has the ''unnatural healing'' ability (see below).&lt;br /&gt;
** This benefit has a weight of 0.5 (compared to the weight of 1 for every other benefit), making it less likely to be chosen on its own.&lt;br /&gt;
* '''Shambler overlord:''' Has the ''release deadlife dust'' ability.&lt;br /&gt;
* '''Fleshcrafter:''' Has the ''shape flesh'' ability.&lt;br /&gt;
* '''Alchemist:''' Has the ''transmute steel'' ability.&lt;br /&gt;
* '''Joybringer:''' Has the unique [[Joyous]] trait, which grants {{good|+20}} opinion from all other pawns and a {{Thought|desc=Wherever I go, I can feel the joyous one in the back of my mind. It makes me feel good. Very good.|label=Joyous presence|value=+3|stack=1}} to all colonists on the map.&lt;br /&gt;
* '''Death refusal:''' Starts with four uses of [[death refusal]].&lt;br /&gt;
* '''Body mastery:''' Has the unique [[Body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* '''Psychic butcher:''' Has the ''psychic slaughter'' ability.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].{{Check Tag|Artificial parts?|Stopped by artificial arm? Wb artificial hand?}}&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
** If used on a [[human]]: Any worn [[clothing]] is destroyed outright. Inventory items or equipped [[weapon]]s are dropped.&lt;br /&gt;
** If used on an [[animal]]: Any carried items are dropped.&lt;br /&gt;
* Generates [[twisted meat]] where the target once stood, yielding an amount roughly equal to the target's [[meat amount]] stat.&lt;br /&gt;
* Strangely, does ''not'' count as a hostile action when used on allies.&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Maximum [[body size]] of 2.5. Cannot target self.&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of [[steel]] into an equivalent amount of [[twisted meat]], [[gold]], [[plasteel]], [[bioferrite]], or [[uranium]], chosen at random.&lt;br /&gt;
** Can also target [[steel slag chunk]]s (but ''not'' [[mechanoid slag chunk]]s), yielding 15 of one of the aforementioned resources.&lt;br /&gt;
** Can also target any [[stuff]]able steel item or building, which randomly changes its stuff type to one of the aforementioned resources (excluding twisted meat).&lt;br /&gt;
| 1-75 steel; steel slag chunks; steel items or buildings&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud centered on the caster that reanimates any non-[[Mechanoid|mechanoid]] corpse within about a 5-tile radius as a friendly [[shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| All non-[[mechanoid]] corpses in range&lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[mechanoid]] [[corpse]] into a hostile [[fleshbeast]].&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3.5]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.51]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners typically have one downside applied to them upon spawning. These downsides are almost always hidden from the player, and only become revealed when their effects first manifest. A list of possible drawbacks includes:&lt;br /&gt;
&lt;br /&gt;
* Nothing.&lt;br /&gt;
* '''Desertion:''' After 9-30 days in the colony, the creepjoiner will suddenly depart. They will immediately attempt to exit the map, abandoning any work they were doing in the process.&lt;br /&gt;
** This drawback has a weight of 3 (compared to the weight of 1 for every other downside), making it more likely to be chosen than any other drawback.&lt;br /&gt;
** [[Prisoner|Imprisoned]] or [[Slave|enslaved]] {{IdeologyIcon}} creepjoiners will wait until they are freed to desert.&lt;br /&gt;
** A creepjoiner captured while deserting and subsequently recruited or enslaved {{IdeologyIcon}} will not attempt to desert again.&lt;br /&gt;
** Creepjoiners can desert even when they are currently [[downed]].&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. ''&lt;br /&gt;
* '''Aggressive:''' After 9-30 days in the colony, the creepjoiner suddenly becomes hostile and attacks.&lt;br /&gt;
* '''Metalhorror:'''  The creepjoiner is secretly infected with a [[metalhorror]].&lt;br /&gt;
** Creepjoiners with this downside will always become hostile if not accepted by the colony.&lt;br /&gt;
** This downside does not appear under normal conditions. Instead, creepjoiners with a metalhorror can only appear as part of a unique incident that appears identical to a regular arrival. It is naturally 5% as likely to appear as a regular creepjoiner, but is one possible outcome of [[void provocation]]. &lt;br /&gt;
** Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 2 for this downside to occur.&lt;br /&gt;
* '''Crumbling mind:''' After 1-3 days, the creepjoiner is revealed to be suffering from a [[Crumbling_mind|crumbling mind]].&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will soon cause severe mental degradation. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but they will become very ill within the next few days.''&lt;br /&gt;
* '''Void fascination:''' Guaranteed to have the unique [[Void fascination]] trait. Immediately apparent. [[File:AgonyPulseDeath.png|right|450px]]&lt;br /&gt;
* '''Psychic agony:''' The creepjoiner periodically emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|agony pulse]], affecting all pawns within 14.9 tiles ''including the creepjoiner themselves.'' This happens once every 30 days on average, with a minimum time of 5 days between each occurrence. &lt;br /&gt;
** Can be diagnosed early with a surgical inspection: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it.''&amp;quot;&lt;br /&gt;
** Affected targets receive {{bad|+100%}} [[pain]], which is enough to instantly down all pawns without a source of pain reduction. After {{ticks|600}} to {{ticks|900}}, this is reduced to a milder {{bad|+25%}} pain that lasts between {{ticks/gametime/days|120000}} and {{ticks/gametime/days|240000}}. &lt;br /&gt;
** At 100% pain, [[consciousness]] is reduced by 40%, meaning that Agony Pulses can kill pawns when combined with consciousness reductions from other sources. &lt;br /&gt;
** The agony pulse is ''not'' modulated by [[psychic sensitivity]]; even [[psychically deaf]] pawns will suffer its effects.&lt;br /&gt;
* '''Organ decay:''' After 3-5 days, the creepjoiner will reveal that they are suffering from [[organ decay]] in 3-5 internal organs. This uses a unique variant of organ decay that progresses three times faster than normal, allowing only 10-20 days to treat each instance.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;quot;&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but &amp;lt;CREEPJOINER NAME&amp;gt; will become very ill within the next few days.&amp;quot;''&lt;br /&gt;
* '''Disturbing:''' Guaranteed to have the unique [[Disturbing]] trait. Immediately apparent.&lt;br /&gt;
&lt;br /&gt;
=== Hostility ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether they are recruited, all creepjoiners will immediately become hostile the first time they receive friendly fire damage or a colonist attempts to [[slavery|enslave]] {{IdeologyIcon}} them once their will reaches 0. This can only happen once for each creepjoiner, but will never expire, so there is always the possibility of the creepjoiner turning hostile until it actually happens.&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner has a special effect, chosen randomly, that will activate when they become hostile:&lt;br /&gt;
&lt;br /&gt;
* '''Basic assault:''' No special effects.&lt;br /&gt;
** It has weight of 3, meaning it's 3 times more likely to be chosen than other hostility responses.&lt;br /&gt;
* '''Fleshbeast emergence:''' The creepjoiner transforms into a [[fleshbeast]] (chosen randomly between [[fingerspike]], [[toughspike]], and [[trispike]]). This destroys the creepjoiner's body outright, rendering them permanently dead even if they had [[death refusal]] or [[deathless]] {{BiotechIcon}}.&lt;br /&gt;
* '''Sightstealer attack:''' The creepjoiner will scream and summon [[sightstealer]]s to attack the colony.&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... ''&lt;br /&gt;
&lt;br /&gt;
These effects also trigger if the creepjoiner dies by any means.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The abilities possessed by creepjoiners range from modestly useful to potentially colony-changing. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Carefully inspect the pawn's entire Bio and Health tab before recruiting them. One must decide whether the potential risks a creepjoiner brings are worth it, but also weigh the downsides of ''not'' recruiting them (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[surgical inspection]] can reveal some potential downsides early - making it a useful habit to practice with new creepjoiners - but not all of them. Vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
A creepjoiner's time-based downsides (such as ''organ decay'' or ''crumbling mind'') can be halted by placing them inside a [[cryptosleep casket]] until treatment is available. This will naturally disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them physically isolated. [[Allowed area]]s and [[schedule|scheduling]] can be used to mitigate their proximity to other colonists until their downside is revealed for what it is.&lt;br /&gt;
&lt;br /&gt;
Before you have ruled out the possibility of desertion, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;br /&gt;
&lt;br /&gt;
The potential for [[#Hostility|fleshbeast emergence]] should also be ruled out before equipping a creepjoiner with powerful gear or [[genes]] {{BiotechIcon}}. Because it destroys the body outright, any equipped gear or installed parts are destroyed with no chance for recovery. This ignores (and negates!) [[death refusal]] and [[deathless]] {{BiotechIcon}}, so it is important to either rule out the possibility of fleshbeast emergence before applying these powerful effects, or to simply accept the risk that they may be wasted.&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_concrete&amp;diff=171784</id>
		<title>Ancient concrete</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_concrete&amp;diff=171784"/>
		<updated>2025-11-06T12:05:39Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: might not need its own page, similar misc floorings like broken asphalt don't have one either&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Concrete#Ancient concrete]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Concrete&amp;diff=171783</id>
		<title>Concrete</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Concrete&amp;diff=171783"/>
		<updated>2025-11-06T12:03:11Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Ancient concrete */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|structure&lt;br /&gt;
| name = Concrete&lt;br /&gt;
| description = Rough concrete. It is cheap and quick to build, but is also quite ugly.&lt;br /&gt;
| image = Ground concrete.png&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = 2.3&lt;br /&gt;
| beauty = -1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = True&lt;br /&gt;
| cleaning time factor = 0.8&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Stonecutting&lt;br /&gt;
| work to make = 100&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
&amp;lt;!--Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Concrete''' is a cheap and fireproof flooring.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Concrete has a {{--|1}} [[beauty]] penalty per tile. Cleaning [[filth]] on it takes only 80% the work. It is otherwise unremarkable flooring, being [[fire]]proof and not penalizing walk speed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Concrete is cheap, very easy to lay, and quick to clean. Despite using steel, a valuable resource, the actual cost is very affordable. &lt;br /&gt;
* [[Smooth stone|Smoothing stone]] is free, but takes much more work to create. &lt;br /&gt;
* Compared to [[wood floor]], concrete actually has less [[Market Value]]. And unlike wood, concrete is not flammable. For many colonies, you can easily get steel from steel ore.&lt;br /&gt;
* Compared to just keeping a dirt floor, concrete has ''a'' cost, but is cleaner by default, which improves medical outcomes and research speed. Dirt floor also has a move speed penalty, and indoor dirt has a higher beauty penalty than concrete.&lt;br /&gt;
Concrete is less beautiful than other floors, but if your colonists didn't need the mood, it doesn't really matter. Outdoors, the beauty penalty of concrete is negligible. Concrete can be placed like [[flagstone]] to improve walking speed, used as a 2-tile wide fire barrier to protect buildings and [[crop]]s, or put underneath [[wind turbine]]s to prevent [[tree]] growth.&lt;br /&gt;
&lt;br /&gt;
Indoors, concrete's beauty can be countered by using [[sculpture]]s. Assuming you have a decent artist, concrete with sculptures is one of the most resource efficient ''and'' [[wealth]] efficient ways of gaining beauty. See below for details.&lt;br /&gt;
&lt;br /&gt;
=== With sculptures ===&lt;br /&gt;
With a decent artist, concrete + [[large sculpture]]s are often cheaper ''and'' more beautiful than the more expensive floors. A normal [[quality]], wood [[large sculpture]] costs {{Icon Small|wood}} 100 [[wood]] and is equal to 100 [[paved tile]]s ({{Icon Small|steel}} 100 [[steel]]). Most types of [[stone block|stone]] sculpture are more beautiful. Higher quality sculptures are even more beautiful. As all the beauty is concentrated into 1 tile, sculptures are also better at increasing the [[beauty|pawn beauty need]].&lt;br /&gt;
&lt;br /&gt;
Note that sculptures do take up a tile of space. In small rooms, like bedrooms, space makes a huge impact on Impressiveness, meaning that more expensive flooring has a purpose. Sculptures can also be destroyed.&lt;br /&gt;
&lt;br /&gt;
Both [[daylily|daylilies]] and [[jade]] [[fence]]s are even more wealth efficient than sculptures, but this doesn't change the fact that concrete remains the cheapest flooring (and thus remains the best ''with'' daylilies/jade fences). Note that options take up a lot more space, and thus worse at increasing pawn beauty need.&lt;br /&gt;
&lt;br /&gt;
== Ancient concrete ==&lt;br /&gt;
This variant cannot be constructed, only generated as part of [[ruins]]. It is identical to regular concrete except it counts as zero wealth (unlike [[flagstone|some]] [[stone tile|other]] ruin floors), and yields nothing when deconstructed.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - NPC shuttle pads now always use concrete or [[paved tile]]s as flooring.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Concrete&amp;diff=171782</id>
		<title>Concrete</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Concrete&amp;diff=171782"/>
		<updated>2025-11-06T12:01:59Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: ancient variant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|structure&lt;br /&gt;
| name = Concrete&lt;br /&gt;
| description = Rough concrete. It is cheap and quick to build, but is also quite ugly.&lt;br /&gt;
| image = Ground concrete.png&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = 2.3&lt;br /&gt;
| beauty = -1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = True&lt;br /&gt;
| cleaning time factor = 0.8&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Stonecutting&lt;br /&gt;
| work to make = 100&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
&amp;lt;!--Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Concrete''' is a cheap and fireproof flooring.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Concrete has a {{--|1}} [[beauty]] penalty per tile. Cleaning [[filth]] on it takes only 80% the work. It is otherwise unremarkable flooring, being [[fire]]proof and not penalizing walk speed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Concrete is cheap, very easy to lay, and quick to clean. Despite using steel, a valuable resource, the actual cost is very affordable. &lt;br /&gt;
* [[Smooth stone|Smoothing stone]] is free, but takes much more work to create. &lt;br /&gt;
* Compared to [[wood floor]], concrete actually has less [[Market Value]]. And unlike wood, concrete is not flammable. For many colonies, you can easily get steel from steel ore.&lt;br /&gt;
* Compared to just keeping a dirt floor, concrete has ''a'' cost, but is cleaner by default, which improves medical outcomes and research speed. Dirt floor also has a move speed penalty, and indoor dirt has a higher beauty penalty than concrete.&lt;br /&gt;
Concrete is less beautiful than other floors, but if your colonists didn't need the mood, it doesn't really matter. Outdoors, the beauty penalty of concrete is negligible. Concrete can be placed like [[flagstone]] to improve walking speed, used as a 2-tile wide fire barrier to protect buildings and [[crop]]s, or put underneath [[wind turbine]]s to prevent [[tree]] growth.&lt;br /&gt;
&lt;br /&gt;
Indoors, concrete's beauty can be countered by using [[sculpture]]s. Assuming you have a decent artist, concrete with sculptures is one of the most resource efficient ''and'' [[wealth]] efficient ways of gaining beauty. See below for details.&lt;br /&gt;
&lt;br /&gt;
=== With sculptures ===&lt;br /&gt;
With a decent artist, concrete + [[large sculpture]]s are often cheaper ''and'' more beautiful than the more expensive floors. A normal [[quality]], wood [[large sculpture]] costs {{Icon Small|wood}} 100 [[wood]] and is equal to 100 [[paved tile]]s ({{Icon Small|steel}} 100 [[steel]]). Most types of [[stone block|stone]] sculpture are more beautiful. Higher quality sculptures are even more beautiful. As all the beauty is concentrated into 1 tile, sculptures are also better at increasing the [[beauty|pawn beauty need]].&lt;br /&gt;
&lt;br /&gt;
Note that sculptures do take up a tile of space. In small rooms, like bedrooms, space makes a huge impact on Impressiveness, meaning that more expensive flooring has a purpose. Sculptures can also be destroyed.&lt;br /&gt;
&lt;br /&gt;
Both [[daylily|daylilies]] and [[jade]] [[fence]]s are even more wealth efficient than sculptures, but this doesn't change the fact that concrete remains the cheapest flooring (and thus remains the best ''with'' daylilies/jade fences). Note that options take up a lot more space, and thus worse at increasing pawn beauty need.&lt;br /&gt;
&lt;br /&gt;
== Ancient concrete ==&lt;br /&gt;
This variant cannot be constructed, only generated as part of [[ruins]]. It is identical to regular concrete except it counts as zero wealth (unlike some other ruin floors), and yields nothing when deconstructed.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - NPC shuttle pads now always use concrete or [[paved tile]]s as flooring.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=171781</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=171781"/>
		<updated>2025-11-06T11:54:26Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stub|reason= Missing new Odyssey terrain and weather mechanics}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}&lt;br /&gt;
{{For|the furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - Most plants have light requirements to grow.&lt;br /&gt;
:*  0% only: {{DLC Icons|Nutrifungus}}&lt;br /&gt;
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 51%+: ''All other plants''&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This affects:&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Darklight ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General also two way links}}&lt;br /&gt;
&lt;br /&gt;
Based on a specific colour.&lt;br /&gt;
It pleases [[ideoligion]]s with the [[Ideoligion#Lighting|Lighting: Darklights Preferred]] precept, giving those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, &lt;br /&gt;
&lt;br /&gt;
* [[Darktorch]]&lt;br /&gt;
* [[Fungus darktorch]]&lt;br /&gt;
* [[Standing lamp]] (configured correctly)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_11 text-center}}&lt;br /&gt;
! Name !! &amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Light Radius::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Light Radius&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
{{rwbox&lt;br /&gt;
| nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = &amp;lt;span style=&amp;quot;color:#FF3333&amp;quot;;&amp;gt;'''Warning!''' Trigonometry ahead!&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;This section gets into complicated mathematical detail. Proceed at own risk&lt;br /&gt;
}}&lt;br /&gt;
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).&lt;br /&gt;
&lt;br /&gt;
If you only care about the final formula, go to &amp;quot;Final formula&amp;quot; below. Otherwise, carry on.&lt;br /&gt;
&lt;br /&gt;
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:&lt;br /&gt;
&lt;br /&gt;
:1. Obtain the factor &amp;quot;u&amp;quot; for the given latitude&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75|| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:2. Obtain Sun Position Vector SP = &amp;lt;code&amp;gt;{SPx, SPy, SPz}&amp;lt;/code&amp;gt;. Do note these formulas are not in degrees, but radians.&lt;br /&gt;
:* SPx = -cos(Hour * π / 12)&lt;br /&gt;
:* SPy = -cos(π * Day/30)  * u&lt;br /&gt;
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]&lt;br /&gt;
&lt;br /&gt;
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299 - 4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.&lt;br /&gt;
:*   Δ = arc cos [ ( cos(Latitude) * SPx  + sen(Latitude) * SPy ) /  &amp;lt;span style=&amp;quot;white-space: nowrap&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;span style=&amp;quot;text-decoration:overline;&amp;quot;&amp;gt;&amp;amp;nbsp;1 + SPy&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; ] &amp;lt;!-- I would prefer a math method, but I got a headache trying to make it work right.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).&lt;br /&gt;
&lt;br /&gt;
Do note that the creation of the vector Latitude : &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt; was omitted for simplicity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-MathDetails&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Final Formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-MathDetails&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sunlight formula 5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one.&lt;br /&gt;
cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12)  + sen(Latitude) * cos(PI * Day/30) * u ) /  root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299-4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.&lt;br /&gt;
&lt;br /&gt;
Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&amp;amp;ouid=114344865191558455918&amp;amp;rtpof=true&amp;amp;sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface, odyssey terrains}}&lt;br /&gt;
{{Split|section=1|reason=Individual pages for each terrain. Then make and distribute nav template}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table once all pages created}}&lt;br /&gt;
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}&lt;br /&gt;
While most terrain properties are self-explanatory, some require special attention.&lt;br /&gt;
* '''Path cost''' determines how difficult is to travers a given terrain. &lt;br /&gt;
* '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula &amp;lt;code&amp;gt;13/(13 + Path cost)&amp;lt;/code&amp;gt; rounded.&lt;br /&gt;
* '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are:&lt;br /&gt;
**'''Light''': Supports light structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Medium''': Supports medium structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Heavy''': Supports heavy structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''ShallowWater''': Can be built on with things that are waterproof.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Bridgeable''': [[Bridge]] can be built over this terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Diggable''': Able to build [[grave]]s.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.&amp;lt;br/&amp;gt;&lt;br /&gt;
*'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. &lt;br /&gt;
*'''Tag''' use is unclear. It may be used on map generation.&lt;br /&gt;
&lt;br /&gt;
As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center mw-collapsible}}&lt;br /&gt;
! Type !! Move Speed &amp;lt;br/&amp;gt;Modifier !! [[Plants#Fertility|Fertility]] !! Terrain&amp;lt;br/&amp;gt;Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain&amp;lt;br/&amp;gt;Type !! Beauty&amp;lt;br&amp;gt;Indoors/&amp;lt;br/&amp;gt;Outdoors !! [[Cleanliness]] !! Filth&amp;lt;br/&amp;gt;mask{{ref label|Fmask|1}} !! Dries&amp;lt;br/&amp;gt; To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path&amp;lt;br/&amp;gt;cost]] !! [[Filth#Generation|Generates&amp;lt;br/&amp;gt;Filth]] !! Allows&amp;lt;br/&amp;gt;Special&amp;lt;br/&amp;gt;Attack{{ref label|ASA|3}} !! Others&lt;br /&gt;
|- id=&amp;quot;Broken asphalt&amp;quot;&lt;br /&gt;
! [[Broken asphalt]]&lt;br /&gt;
| 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || -2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} || 0{{Icon Small|silver}}. Removable&lt;br /&gt;
|- id=&amp;quot;Packed dirt&amp;quot;&lt;br /&gt;
! [[Packed dirt]]&lt;br /&gt;
| 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chest-deep moving water&amp;quot;&lt;br /&gt;
! [[Chest-deep moving water]]&lt;br /&gt;
| 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Deep ocean water&amp;quot;&lt;br /&gt;
! [[Deep ocean water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}&amp;lt;br/&amp;gt; ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire&lt;br /&gt;
|- id=&amp;quot;Deep water&amp;quot;&lt;br /&gt;
! [[Deep water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shallow ocean water&amp;quot;&lt;br /&gt;
! [[Shallow ocean water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}&amp;lt;br/&amp;gt; ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Shallow moving water&amp;quot;&lt;br /&gt;
! [[Shallow moving water]]&lt;br /&gt;
| 30% || 0% || ShallowWater&amp;lt;br/&amp;gt; MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}&amp;lt;br/&amp;gt; River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Shallow water&amp;quot;&lt;br /&gt;
! [[Shallow water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Marsh&amp;quot;&lt;br /&gt;
! [[Marsh]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Soil&amp;quot;&lt;br /&gt;
! [[Soil]]&lt;br /&gt;
| 87% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Lichen-covered soil&amp;quot;&lt;br /&gt;
! [[Lichen-covered soil]]&lt;br /&gt;
| 81% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Marshy soil&amp;quot;&lt;br /&gt;
! [[Marshy soil]]&lt;br /&gt;
| 48% || 100% || Light&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Rich soil&amp;quot;&lt;br /&gt;
! [[Rich soil]]&lt;br /&gt;
| 87% || 140% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stony soil&amp;quot;&lt;br /&gt;
! [[Stony soil]]&lt;br /&gt;
| 87% || 70% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sand&amp;quot;&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
| 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
|- id=&amp;quot;Soft sand&amp;quot;&lt;br /&gt;
! [[Soft sand]]&lt;br /&gt;
| 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mud&amp;quot;&lt;br /&gt;
! [[Mud]]&lt;br /&gt;
| 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] ||  [[Hediffs#Mud|Mud]] ||&lt;br /&gt;
|- id=&amp;quot;Ice&amp;quot;&lt;br /&gt;
! [[Ice]]&lt;br /&gt;
| 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Polluted&amp;quot;&lt;br /&gt;
! [[Pollution|Polluted terrain]]{{BiotechIcon}}&lt;br /&gt;
| - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: Applies stats over existing terrain (additive)&amp;lt;br/&amp;gt;Overlay: Changes graphics of affected terrain.&amp;lt;br/&amp;gt;Can be removed.&amp;lt;br/&amp;gt;Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]&amp;lt;br/&amp;gt;Prevents growth of most other plants.&amp;lt;br/&amp;gt;Colonist receive [[toxic buildup]] from waking here.&lt;br /&gt;
|- id=&amp;quot;Rough stone&amp;quot;&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}}  || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Rough-hewn stone&amp;quot;&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Smooth stone&amp;quot;&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All  || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.&amp;lt;br/&amp;gt;Natural, non-generated floor/terrain hybrid.&amp;lt;br/&amp;gt;Paintable&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
&amp;lt;!--|- id=&amp;quot;Fungal Gravel&amp;quot;&lt;br /&gt;
! [[Fungal gravel]]{{IdeologyIcon}}&lt;br /&gt;
| 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.&amp;lt;br/&amp;gt;Requires [[overhead mountain]]&amp;lt;br/&amp;gt;Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Gray Surface&amp;quot;&lt;br /&gt;
! [[Gray surface]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Check}}?  || - || Floor || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. &lt;br /&gt;
|- id=&amp;quot;Flesh Floor&amp;quot;&lt;br /&gt;
! [[Flesh]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Check}} || - || -10/-5 || -3 || {{Check}}? || - || Floor || 2 || ? || {{Cross}} || Behaves like a natural Floor.&amp;lt;br/&amp;gt;Cleaning time Mult 150%&amp;lt;br/&amp;gt;Removable.&amp;lt;br/&amp;gt;Inflammable 32%&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such.&lt;br /&gt;
:{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead.&lt;br /&gt;
:{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name.&lt;br /&gt;
:4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed&lt;br /&gt;
:5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise.&lt;br /&gt;
:{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.&lt;br /&gt;
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth.&lt;br /&gt;
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. &lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Exact details of how large fires on the map cause rain needed. Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here.  [[Odyssey DLC]] weathers need notes as they have additioonal effects, e.g. torrential rain causing flooding.}}&lt;br /&gt;
&amp;lt;!--When a number of fires are detected on a map, the &amp;quot;firewatcher&amp;quot; process will increment progress to rainy weather. Exact mechanics are unknown --&amp;gt;&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. &lt;br /&gt;
&lt;br /&gt;
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. &lt;br /&gt;
&lt;br /&gt;
The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
[[Fire#Rain event|Large fires]] can also influence the weather cycle, and can encourage rainy weather to arrive faster than it would otherwise for the duration of the fire.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style = &amp;quot;text-align: left; font-size:120%;&amp;quot; | Weather types&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! [[Weapons#Accuracy|Accuracy modifier]]&lt;br /&gt;
! Movement speed modifier&lt;br /&gt;
! Wind speed&lt;br /&gt;
! Wind speed modifier&lt;br /&gt;
! Can put out fires&lt;br /&gt;
! Snowing rate&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
|Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Suppresses firewatcher if forced {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
| Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| 120%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| 80%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|-&lt;br /&gt;
| Gray Pall{{AnomalyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that can occur occasionally after the [[Void monolith|Monolith]]{{AnomalyIcon}} has been activated. Colonists inside during gray pall will receive {{Thought| desc=It feels like the world is sick and dying.| label=Gray pall| value=-3| stack=1}} while pawns outside will receive {{Thought| desc=It feels like the world is sick and dying. The putrid air makes me want to vomit.| label=Gray pall exposure| value=-6| stack=1}}.&lt;br /&gt;
|-&lt;br /&gt;
| Windy{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 90%&lt;br /&gt;
| 150-300%&lt;br /&gt;
| 150%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tox rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
| Creates Toxic Buildup on pawns exposed to rain, and -8 thought &amp;quot;Toxic Water&amp;quot;. Does not kill plants like Toxic Fallout.&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|10|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Shuttles can not launch during a sandstorm.&lt;br /&gt;
|-&lt;br /&gt;
| Blind fog{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Reduces maximum range of ALL weapons to 23, everywhere on the map, except for [[Unique weapons]] with the Aim Assistance trait. Also applies to many line-of-sight abilities like [[jump pack]]s and skip [[psycast]]s{{RoyaltyIcon}}. Shuttles can not launch during blind fog.&lt;br /&gt;
|-&lt;br /&gt;
| Overcast{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| 150%&lt;br /&gt;
| Shuttles can not launch during blizzard. &lt;br /&gt;
|-&lt;br /&gt;
| Torrential rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that causes flooding in already wet areas ie. rivers, marches, etc. flooding can be contained by placing walls or bridges along wet areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunder and flashstorms, or artificially with the [[Flashstorm (psycast)|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -&amp;gt; 22. Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=171774</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=171774"/>
		<updated>2025-11-05T18:16:29Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Void monolith&lt;br /&gt;
| image = Void monolith.png&lt;br /&gt;
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| selectable = true&lt;br /&gt;
| destroyable = false&lt;br /&gt;
| uses hit points = false&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.3&lt;br /&gt;
| focus types = Void&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 1&lt;br /&gt;
| knowledge category = Basic &amp;lt;!-- Gets overriden later with study unlocks --&amp;gt;&lt;br /&gt;
| study interval = 120000 &amp;lt;!-- 2 days --&amp;gt;&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| passibility = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| size = 3 x 3&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| repairable = false&lt;br /&gt;
| is targetable = false&lt;br /&gt;
| is inert = true&lt;br /&gt;
| claimable = false&lt;br /&gt;
| expand home area = false&lt;br /&gt;
&amp;lt;!-- Glower --&amp;gt;&lt;br /&gt;
| glowradius = 12&lt;br /&gt;
| glowcolor = (255,120,120,0)&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = VoidMonolith&lt;br /&gt;
| label = void monolith&lt;br /&gt;
}}&lt;br /&gt;
The '''void monolith''' is a structure that is the center point of the [[Anomaly DLC]]. It is used to enable in encounters with most [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
The monolith appears on all new colony maps by default. If you have selected the &amp;quot;Ambient Horror&amp;quot; mode of the [[storyteller]] settings, the monolith '''will not be available'''.&lt;br /&gt;
&lt;br /&gt;
If you choose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will spawn right next to your crash landing spot, instead of its usual and distanced spot, allowing you to form a base around it easier.&lt;br /&gt;
&lt;br /&gt;
If the monolith is enabled in storyteller settings, but there are no monolith on your maps for any reason (like move to a new map or add the DLC in the middle of another playthrough), you will receive a &amp;quot;Strange Signal&amp;quot; quest, which will spawn a monolith on your map when you accept it. The monolith's spawn point is random, and it may destroy existing structures when it arrives.&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Void focus mediation}}&lt;br /&gt;
[[File:Void Monolith Awakened Valid Meditation Spots.png|thumb|right|128px|Valid meditation spot positions for the Awakened monolith]]&lt;br /&gt;
&lt;br /&gt;
The monolith is the first [[entity]] that the player will encounter. Initially dormant, the monolith goes through these stages of development:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Monolith&lt;br /&gt;
! Size&lt;br /&gt;
! Level&lt;br /&gt;
! Effect&lt;br /&gt;
! Advancement&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| Fallen&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith.png|64px]]&lt;br /&gt;
| 3×3&lt;br /&gt;
|&lt;br /&gt;
| Encounter minimum amount of Anomaly incidents, includes shambler assault, psychic ritual siege, and creepjoiner arrival&lt;br /&gt;
| Investigate the monolith with a colonist, and choose to &amp;quot;Keep focusing&amp;quot; when you receive the warning dialog&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 1.png|64px]]&lt;br /&gt;
| 5×3&lt;br /&gt;
| Level 1: Intermittent psychic humming&lt;br /&gt;
| Encounter a mix of basic and easier advanced [[entities]]. You will immediately experience a [[Events#Gray_pall|gray pall]] event, followed shortly by a [[sightstealer]] attack and a [[harbinger tree]] sprout&lt;br /&gt;
| Encounter '''7 [[Entities#Basic|basic entities]]''' (out of 8), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 2.png|64px]]&lt;br /&gt;
| 5×5{{ref label|Footprint|A}}&lt;br /&gt;
| Level 2: Pulsing with psychic energy&lt;br /&gt;
| All entity encounters possible, including the more-dangerous advanced entities&lt;br /&gt;
| Encounter '''12 [[Entities#Advanced|advanced entities]]''' (out of 17), and have a colonist attune to the monolith again when you are ready&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 3.png|64px]]&lt;br /&gt;
| 5×5{{ref label|Footprint|A}}&lt;br /&gt;
| Level 3: Awakening&lt;br /&gt;
| The monolith is awakening for the end of the quest&lt;br /&gt;
| Active a total of 5 [[void structure]]s and wait until the monolith awakens&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 4.png|64px]]&lt;br /&gt;
| 5×5{{ref label|Footprint|A}}&lt;br /&gt;
| Level 4: Awakened&lt;br /&gt;
| The monolith is awakened and opens a portal to the metal hell, leading to the end of the quest&lt;br /&gt;
| Enter the [[metal hell]] and interact the [[void node]], reaching the chosen [[ending]]&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| Void&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith level 3.png|64px]]&lt;br /&gt;
| 5×5{{ref label|Footprint|A}}&lt;br /&gt;
| Level 4: Awakened&lt;br /&gt;
| The monolith is awakened as the pawn has embraced the void, dangerous Anomaly events will continue to occur&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| Collapsed&amp;amp;nbsp;monolith&amp;lt;br&amp;gt;[[File:Void monolith collapsed.png|64px]]&lt;br /&gt;
| 3×3&lt;br /&gt;
|&lt;br /&gt;
| Random Anomaly events return to the same level as before it was awoken&lt;br /&gt;
| —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{{note|Footprint|A}} The 5×5 monolith is not regular in shape, the five tiles that appear empty are indeed empty and can be walked on and built on as normal.&lt;br /&gt;
&lt;br /&gt;
These stages are saved in the world; losing the monolith and getting the &amp;quot;Strange Signal&amp;quot; quest spawns a monolith of the same level.&lt;br /&gt;
&lt;br /&gt;
The monolith must be attuned or investigated after each step to advance, allowing you to decide when to progress. If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will ''automatically'' move to Level 1 on its own a few days after you begin the game.&lt;br /&gt;
&lt;br /&gt;
The monolith can be [[work|studied]] every two days as a source of either basic or advanced Anomaly tech tree research points.&lt;br /&gt;
&lt;br /&gt;
The monolith separates rooms and provides total cover (like a wall), and it is invulnerable to all damage and fire. [[Raiders]] will ignore the monolith. When the monolith expands in size, it will uninstall, deconstruct or destroy any structures in the way.&lt;br /&gt;
&lt;br /&gt;
Depending on which path you select during the [[Endings#Monolith_endgame|Anomaly ending quest]], the monolith will either be permanently closed or permanently locked at level 4. In either case, it can still be studied indefinitely for advanced research points.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The monolith is your only permanent source of Anomaly research points. However once the monolith study has been completed, you can research captured entities instead to avoid having to travel to the monolith. Studying the monolith or entities is done through the &amp;quot;Dark Study&amp;quot; job on the [[work|Work tab]].&lt;br /&gt;
&lt;br /&gt;
You may want to build your base near the monolith to reduce the travelling time to it.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* 1.5.4081 — Ambient Horror mode, and monoliths spawned via the dev commands now work correctly&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=171753</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=171753"/>
		<updated>2025-11-04T01:39:50Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Growth moments */ Listed the exact skill restrictions from the game's code (flow starts at Verse.Pawn_AgeTracker.BirthdayBiological) – but can a situation in which they would apply happen in actual gameplay?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{About|children of age 3 and up|pregnancy and babies|Reproduction}} &lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{See also|Reproduction}}&lt;br /&gt;
* Having a [[baby]] age up to 3 or beyond.&lt;br /&gt;
* Purchasing them from [[Trade#Slaver|slavers]].&lt;br /&gt;
* Most [[quest]]s and [[event]]s where an adult colonist would join.&lt;br /&gt;
&lt;br /&gt;
Note that [[raid]]s will not have children, unless you enable it in the [[AI Storytellers#Child enemies|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Children are human pawns from 3 to 13 years old. Younger pawns are [[babies]]. Older pawns, between 13 and 18, are teenagers - considered adults for most purposes.&lt;br /&gt;
&lt;br /&gt;
Children have important growth moments at ages 7, 10, and 13. These give the pawn access to new work types, as well as the choice of [[trait]]s and passions. Giving a child access to Learning increases the possible choices. See [[#Development]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
Age is measured both biologically and chronologically. Biological age represents how far a pawn has grown physically and mentally. Chronological age represents how long a pawn has existed since their birth; their &amp;quot;true&amp;quot; age, so to say. Since chronological age has no direct gameplay effects, all listed ages are in biological years unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
By default, children biologically age at 400% speed. Upon reaching 11, their aging will linearly slow from the [[AI Storytellers#Child aging rate|child aging rate]] until they reach 20, where they'll age at the [[AI Storytellers#Adult aging rate|adult aging rate]], or 100% by default. Their aging can be altered by changing the [[AI Storytellers#Biotech|storyteller settings]].  &lt;br /&gt;
&lt;br /&gt;
At the default aging rates, it takes about 3.30 years (~198 days) for a child to grow from birth to age 13, and about 5.38 years (~323 days) to go from birth to age 18. In total, a child takes about 6.91 years (415 days) to go from birth to age 20, of which 2.75 years (165 days) is from birth to age 11. &lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to very quickly age pawns up to age 18, after which they will get forcefully ejected. A pawn in a [[growth vat]] will age at a constant 20x speed, unaffected by any other aging factors except for the [[Growth Vat Occupant Speed]] stat{{IdeologyIcon}}, as long as it has access to [[power]] and [[nutrition]]. However, if used to speed up the &amp;quot;Child&amp;quot; stage (ages 3-13), then the vat will impact the child's [[#Development|Development]]. Conversely, the [[ageless]] [[gene]] will linearly slow aging from 13 until stopping entirely at 18.5. Growth vats ignore the ageless gene.&lt;br /&gt;
&lt;br /&gt;
For more explanation of aging rate, see [[#Aging]].&lt;br /&gt;
&lt;br /&gt;
=== Capabilities ===&lt;br /&gt;
Children as young as 3 can wield [[weapon]]s and are valid for any [[Reproduction|non-reproductive]] [[surgery]], including [[organ harvesting]]. However, children are limited to child-sized clothing like the [[kid pants]] and [[kid parka]], and can only do certain types of work. They receive penalties to [[Global Work Speed]], [[Move Speed]], and more, scaling with age. Due to their body size, they have less health, can store less [[nutrition]], and receive stronger effects from [[drug]]s. Children are also vulnerable to the ''Fleeing Fire'' [[mental break]] when seeing [[fire]]. Instead of Recreation, children have [[#Learning|Learning]], which gives them more options for each growth moment.&lt;br /&gt;
&lt;br /&gt;
Teenagers wear adult clothing, have access to all work, lose their Learning need, and won't flee fire without [[Pyrophobia]]. However, they can only reproduce once they reach 16. And, teens retain a small penalty to work speed and body size until they reach 18, where they become full adults and all penalties are removed.&lt;br /&gt;
&lt;br /&gt;
See [[#Stats|Stats]] for a full breakdown of stat penalties.&lt;br /&gt;
&lt;br /&gt;
=== Noncombatants ===&lt;br /&gt;
Luckily, children (until 13) do not always have to participate in combat. Children who are unarmed and have not been [[draft]]ed in 24 hours are very low priority targets for enemies.{{Check Tag|Verify mechanic|Exact mechanic unknown?}} Adult colonists will virtually always be targeted over a noncombatant. If children aren't in the line of sight of enemy fighters, they won't be hunted down during an attack.&lt;br /&gt;
&lt;br /&gt;
However, children are still ''able'' to be targeted. This is in contrast to [[pen animal]]s, who enemies will never attack intentionally. If a raider has no other targets available, a &amp;quot;noncombatant&amp;quot; child will be attacked. Hungry predators have no regard for this mechanic, and will target your children if they are nearby. In any case, a child in the way of a firefight can be hit by stray shots and [[friendly fire]].&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Children receive a [[mood]]let for simply being young: at age 3, {{+|16}} '''Childlike joy''', at age 6, {{+|12}} '''Childlike wonder''', age 8, {{+|8}} '''Childlike enthusiasm''', and at age 10, {{+|4}} '''Childlike confidence''', finally lost at age 13. Children are happy when their parents are happy ({{+|6}} for each parent), and parents are happy when their children are (also {{+|6}} for each child). Other than that, most regular moodlets apply to them. &lt;br /&gt;
&lt;br /&gt;
Adult colonists receive a {{+|2}} ''Happy youngsters'' for each child colonist with 60 mood or higher, stacking up to +6. They will receive a -2 mood for each child colonist with 35 mood or less, stacking up to -6. Most receive a {{--|6}} moodlet for killing an innocent child.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
=== Learning ===&lt;br /&gt;
Children have a '''Learning''' [[need]], which replaces Recreation. They satisfy the need by satisfying one of their [[#Learning desires|learning desires]], which they usually have 2. The need gives mood buffs or debuffs, [[Recreation#Recreation_thresholds|analogous to Recreation]] at the same level, and, most importantly, it increases their [[#Growth score|growth score]].&lt;br /&gt;
&lt;br /&gt;
When a child decides what to do in accordance with their [[schedule]], they may choose learning. The following conditions should be met for the child to actually start learning:&lt;br /&gt;
* The current schedule hour is set to anything but &amp;quot;Work&amp;quot;. Notably, for the &amp;quot;Sleep&amp;quot; schedule assignment, learning has a higher priority than sleeping (unlike adults, who go to sleep if the Sleep need is below {{Bad|75%}}, children prefer learning to sleeping, if possible (see other limitations)).&lt;br /&gt;
* Learning need is below {{Bad|90%}}.&lt;br /&gt;
* A learning desire can be satisfied (see descriptions of individual desires for possible limitations). If both desires can be satisfied, one is randomly selected.&lt;br /&gt;
* Food need is {{Good|≥34%}} and Sleep need is {{Good|≥38%}}.&lt;br /&gt;
&lt;br /&gt;
The mood level doesn't matter.&lt;br /&gt;
&lt;br /&gt;
Once learning begins, it will continue until either Learning need reaches {{Good|99.9%}} (visible as {{Good|100%}} due to rounding), or it is interrupted (by the child needing to eat or sleep, or being drafted, or the Learning type becoming invalid—e.g., for work watching, if all adults have stopped doing any watchable work types). After an interruption, if their Learning is below 90%, they may resume learning, but if it's above 90%, they won't—instead doing work or idling, until it drops below 90% again.&lt;br /&gt;
&lt;br /&gt;
Learning is '''not''' interrupted if the child loses desire for the currently performed learning type.&lt;br /&gt;
&lt;br /&gt;
The speed with which children fulfill their Learning need is affected by the [[Learning Rate Factor]] stat.&lt;br /&gt;
&lt;br /&gt;
=== Learning desires ===&lt;br /&gt;
At any one point, a child has 1 or 2 of the learning desires, listed below. They are shown as pictograms above the Learning need bar. When a baby reaches age of 3 and becomes a child, they get the first desire which is randomly selected. Then, they repeatedly gain a random new desire in random time intervals ranging from {{ticks/gametime|20000}} to {{ticks/gametime|40000}}, averaging to 2 desires daily. The desires form a queue with a maximum length of 2 (the new desire is added to the end of list, and if the number of items exceeds 2, the first item is removed).&lt;br /&gt;
&lt;br /&gt;
When a new desire is selected, it never repeats an active one (including the one that is to be removed from the queue). Also, ''Radio talking'' isn't chosen before [[Microelectronics]] is researched; this is the only safeguard against choosing a desire which is currently impossible to satisfy. Desires which are not ruled out by these restrictions have equal probability of being chosen, except ''Lesson taking'', which has {{Good|x2.5|normal}} higher weight (probability) than the others. It is perfectly possible to get a learning desire which is impossible to satisfy. Each of them has a number of blocking conditions, and the mentioned Microelectronics research thing is the only condition that is consciously avoided.&lt;br /&gt;
&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on anywhere within or near home area. The drawings can be cleaned up the same way as any other dirt. Unlike other types of filth, however, it does not have any effect on [[beauty]].&lt;br /&gt;
&lt;br /&gt;
==== Lesson taking ====&lt;br /&gt;
Requires an awake adult that is capable of teaching (a teacher). The child (student) will sit at a [[school desk]]. The teacher can be prioritized to teach the child on a currently usable skill (e.g., when age 4 this can be Shooting, Melee, or Social), increasing the child's respective skill level. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard]]s near the school desks at which the lesson takes place. It also trains the teacher's Social skill.&lt;br /&gt;
&lt;br /&gt;
Teaching lessons improves the child's opinion of the teacher, for {{+|8}} ''Taught me a skill''. The teacher will additionally raise their opinion of the child: {{+|4}} ''Listened to my lesson''.&lt;br /&gt;
&lt;br /&gt;
A colonist can be a teacher if they:&lt;br /&gt;
* Are an adult&lt;br /&gt;
* Are awake&lt;br /&gt;
* Have Food need {{Good|≥34%}} and Sleep need {{Good|≥38%}}&lt;br /&gt;
* Are capable of childcare and has it enabled in the Work menu&lt;br /&gt;
* Can [[Talking|talk]]&lt;br /&gt;
* Belong to the player's faction (neither [[guest]] nor quest lodger)&lt;br /&gt;
* Can reach the child avoiding deadly dangers{{Check Tag|Clarify|What dangers exactly?}}&lt;br /&gt;
* Are not [[drafted]]&lt;br /&gt;
* Are neither in a [[mental break]] nor [[Mental break#Special|mental state]]&lt;br /&gt;
* Are not [[downed]]&lt;br /&gt;
* Are not burning&lt;br /&gt;
* Don't have a lord{{Check Tag|Clarify|This condition is checked in the game's code, but it is unclear how a colonist may have a lord.}}&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity. Care must be taken as nearby predator hunt or potential raid can occur near them, as they tend to run outside the safe zone near the edge. Children can ignore [[allowed area]]s while &amp;quot;running&amp;quot;, but will quickly go back.&lt;br /&gt;
&lt;br /&gt;
Experimentation seems to indicate that (verification needed):&lt;br /&gt;
- It needs to be a number of tiles away from anything player-owned (floors don't count), 43 tiles of space is enough but less is possible using a very specific pattern (see image)&lt;br /&gt;
- These tiles need to be as empty as possible, ideally when building under overhead mountain a collapsed rocks or unmined tile 6 spaces away from any other is sufficient (it's unclear how much wiggle room is there)&lt;br /&gt;
- There's no need for this tile to be outdoors, however dev placed natural tiles such as collapsed rocks are counted as artificial somehow&lt;br /&gt;
&lt;br /&gt;
The dimensions of the image are 36x36, 41x36 (vertical) and 48x36 (horizontal). 41x48 and possibly 48x41 should work as well with minimal wasted space.&lt;br /&gt;
&lt;br /&gt;
==== Radio talking ====&lt;br /&gt;
The desire doesn't appear before [[Microelectronics]] is researched, which is required for building the [[comms console]]. A console is used by the child for chatting with people over the radio. The child will stop radio talking if the console is used for other purposes, such as trading with a trade ship or contacting another faction.&lt;br /&gt;
&lt;br /&gt;
The child uses the nearest comms console, which is:&lt;br /&gt;
* Powered&lt;br /&gt;
* Allowed&lt;br /&gt;
* Reachable, avoiding deadly dangers{{Check Tag|Clarify|What dangers exactly?}}&lt;br /&gt;
* Not reserved by another pawn&lt;br /&gt;
&lt;br /&gt;
If no such console is found, the desire cannot be satisfied.&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
{{stub|section=1|reason=Lack of mechanics - also propagate to [[books]] and the pages for the types of books.&lt;br /&gt;
Reports that:&lt;br /&gt;
* The normal effects of books still apply to children reading books - they gain skills from textbooks and provide research from schematics&lt;br /&gt;
* That because you can force children to read, unlike other learning types, so when their learning is lagging you can force them to read to catch up.}}&lt;br /&gt;
Children can read [[books]] to fulfill their learning need. If you notice a child is behind in learning progress, wait until reading appears as one of their learning needs. As reading can be forced manually, you can keep the child’s learning at 100% (with smaller dips for eating and sleeping) by forcing reading even when learning is above the 90% threshold.&lt;br /&gt;
&lt;br /&gt;
The normal effects of a book still apply to children, allowing them to increase their skills they have access to while reading, allowing their skills to be even more developed.&lt;br /&gt;
&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky, much like adults that are cloud watching.&lt;br /&gt;
&lt;br /&gt;
Bad weather does '''not''' prevent sky dreaming (lying in dirt and watching rain falling from the skies must be fun and educative).&lt;br /&gt;
&lt;br /&gt;
Experimentation results suggest that for a spot to be viable for sky dreaming it must have no artificial tiles or objects in the ground within 36 tiles (floors are fine so concrete can be used to get them away from danger faster). This distance seems to be direct (as the crow flies) rather than via squares (manhattan distance) so it might be difficult to adjust perfectly outside trial and error for a &amp;quot;skydreaming shelter&amp;quot; for children. (Verification needed)&lt;br /&gt;
&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching will follow an adult, who does standard work, and slowly gain the corresponding skill (e.g. Plants when watching plant work). Children will only watch work types that use a skill they can use themselves (e.g. children under 7 will only watch Social work, such as childcare and wardening; they ''do'' watch wardening even though they can't perform it until age 10). Children gain skill even when watching the unskilled parts of skilled work (e.g. they gain Crafting skill when watching stonecutting and Medical skill when watching a doctor feed patients).&lt;br /&gt;
&lt;br /&gt;
=== Growth score ===&lt;br /&gt;
Each day, children will raise their growth score (shown at the bottom of the screen when a child is selected) proportionate to their Learning need. Growth points are not gained when the Learning need is frozen, such as in a [[growth vat]] or [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and gives more passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards. A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum of 180 growth points, but 162 is the highest value displayed.&lt;br /&gt;
&lt;br /&gt;
Growth point gain is directly proportional to the time spent between growth moments, so that average Learning for each growth tier remains constant. Under the default settings, children from 3-7 gain up to 3 growth points per day, and children from 7-10 and 10-13 gain 4 growth points per day. Changing the child aging rate in storyteller settings adjusts the growth point gain accordingly. Changes to [[Global Learning Factor]], such as [[Fast learner]], have no impact on growth points or the Learning need.&lt;br /&gt;
&lt;br /&gt;
The [[precept]]{{IdeologyIcon}} ''Child Labor: Disapproved'' increases Learning gain by 20%.  It doesn't directly improve growth point gain, but makes it easier to keep the Learning need high.&lt;br /&gt;
&lt;br /&gt;
Note that the displayed growth points are always rounded down to avoid confusion regarding thresholds.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion || Min Av Learning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || - || 17%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || - || 31%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || - || 44%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options || 56%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options || 67%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3-4 (50-50 chances) from 6 options || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A perfectly educated child, who is always ready to begin a learning task when Learning drops to 90%, and never gets interrupted, will have Learning oscillate between 90% and 100%, averaging 95%. This gives a margin for error with respect to the maximum growth tier goal of &amp;quot;average Learning ≥ 90%&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The table below shows linear values required for a child to hit 162 by the next Growth Point. As the first Growth Period (3 to 7) is longer but grants fewer points per day, it has a separate set of columns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| 3-7 Years !! colspan=&amp;quot;3&amp;quot;| 7-10/10-13&lt;br /&gt;
|-&lt;br /&gt;
! Years !! Days !! Average Points !! Years !! Days !! Average Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 15 || 10 || 0 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 30 || 20 || 0 || 30 || 27&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 45 || 30 || 0 || 45 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 41 || 1 || 0 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || 51 || 1 || 15 || 68&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 61 || 1 || 30 || 81&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 45 || 71 || 1 || 45 || 95&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0 || 81 || 2 || 0 || 108&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15 || 91 || 2 || 15 || 122&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 30 || 101 || 2 || 30 || 135&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 45 || 111 || 2 || 45 || 149&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0 || 122 || 3 || 0 || 162&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 15 || 132 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 30 || 142 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 45 || 152 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0 || 162 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Growth moments ==&lt;br /&gt;
{{Stub|section=1|reason=Can a child ever have a backstory or trait that disables a work type?}}&lt;br /&gt;
[[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that informs the player what work types the child is now capable of doing and the player to pick additional traits and passions. The number of skills and traits available to choose from increases according to the Growth tier reached by that growth moment (see above table).&lt;br /&gt;
&lt;br /&gt;
What skills are chosen is completely random; working one type of work over another or what learning types are used to fill the Learning bar have no effect. A child can even gain a passion in a skill in which they have awful [[Genes#Aptitudes|aptitude]], so it's not possible to exclude undesired skills via genetic modification.&lt;br /&gt;
&lt;br /&gt;
Two restrictions technically apply to the skill pool from which passion gain options are picked:&lt;br /&gt;
* skills disabled by backstories are removed from the pool, unless the child is enslaved at the time of the growth moment&lt;br /&gt;
* skills disabled by already-possessed traits are likewise removed, unless that trait is suppressed by a gene at the time of the growth moment&lt;br /&gt;
&lt;br /&gt;
Only one passion can be added to a skill at a time, but passions are additive - selecting the same skill in two growth moments will result in a double passion.&lt;br /&gt;
&lt;br /&gt;
Only one trait can be selected per Growth moment. Traits that are mutually exclusive with previously selected traits or Genes will not appear on future Growth moments. When at least three traits are available to be chosen from, there's a 35% chance that one of the available options will be &amp;quot;no trait&amp;quot;. This option can be selected if no trait is preferable to the traits offered.&lt;br /&gt;
&lt;br /&gt;
You may choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen. During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
! Age || Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
! Age || Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
At 3, your [[Babies|baby]] transitions to childhood and additionally undergoes a growth moment. Now that your pawn is a child, they can walk and talk, wear clothes, and do basic activities. Their Play need is also replaced with a new Learning need. Because babies haven't learned anything yet, this &amp;quot;growth moment&amp;quot; does not come with traits or passions.&lt;br /&gt;
&lt;br /&gt;
On their birthday, you will receive up to 2 notifications. The first is &amp;quot;Growth moment for &amp;lt;Pawn&amp;gt;&amp;quot;, which may include a new nickname for your child that you'll have 48 hours to change. Both of these decisions can be postponed until their deadlines. &lt;br /&gt;
&lt;br /&gt;
 '' Baby '''&amp;lt;BABY NAME&amp;gt;''' has grown up and become a child! (S)He is now old enough to do the following work: &amp;lt;LIMITED WORK&amp;gt; Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. ''&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, you'll get a second notification, &amp;quot;&amp;lt;Pawn&amp;gt; became a child&amp;quot;. The child  will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in, randomly determined from weightings based on who interacted with the child and how. For further details, see the [[#Ideoligion|Ideoligion]] section.&lt;br /&gt;
&lt;br /&gt;
In addition, you'll have 12 hours to decide whenever to make the child a colonist or a [[slave]],{{IdeologyIcon}} depending on their birth mother, they will be a colonist or slave by default, for prisoner births they will be a colonist due to having been adopted.&lt;br /&gt;
&lt;br /&gt;
 '' '''&amp;lt;BABY NAME&amp;gt;''' has decided to become a follower of the ideoligion '''&amp;lt;MAJOR COLONY IDEOLIGION&amp;gt;'''. By tradition '''&amp;lt;BABY NAME&amp;gt;''', born to '''&amp;lt;MOTHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' (and) '''&amp;lt;FATHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' / unknown parents, is a colonist/tribesman/slave, but exceptions can be made... Should '''&amp;lt;BABY NAME&amp;gt;''' remain a colonist/tribesman/slave? ''&lt;br /&gt;
&lt;br /&gt;
Children and their caretakers maintain any [[Social|social]] opinion modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty (Pawn)|beauty]], [[traits]], and [[ideoligion]].&lt;br /&gt;
&lt;br /&gt;
3-year-olds gain the Childhood background '''Child''': ''The story of [their] childhood is still being written.'' They also gain the ability to learn the shooting, melee, and social skills, although they start with 0 experience in them. If you started as a [[New Tribe]], then children will gain the ''Natural'' [[meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Age 7 &amp;amp; 10 ====&lt;br /&gt;
Ages 7 and 10 are ordinary growth moments. Your child will gain a selection of passions and traits, with available choices corresponding to the [[#Development|Learning]] need. They will remain a child after either age threshold, but will gain access to more work types in the process.&lt;br /&gt;
&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but are now considered adults (or teenagers) throughout the game, and have access to all work types. &lt;br /&gt;
&lt;br /&gt;
They wear adult clothing, dropping their too-small child's clothes if wearing any. Their Learning need is immediately replaced by Recreation, removing any mood effects from learning. In addition, they finally lose their {{+|4}} ''Childlike confidence''' [[mood]]let. [[Genes#Drugs|Drug dependency genes]] take effect at this age, as if they last took the drug on their birthday. They also have a chance to gain a [[Traits#Asexual|sexuality trait]], separate from the growth moment trait choice (if they receive none, they will be considered heterosexual). Some kids get special changes upon turning 13. &lt;br /&gt;
&lt;br /&gt;
Children will receive the childhood [[background]] of Tribal Child or Colony Child, dependent on if you started as a [[New Tribe]] or as [[New Arrivals]]. Alternatively, they will receive Vatgrown Child if they spent enough time in a [[growth vat]] - this removes the Natural [[meditation|meditation focus]], if it was present. Their adult backstory will be set to Tribe Member or Colonist, respectively.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Children and teens have various penalties to speed and effectiveness. Specifically, they have a multiplier to the following stats: [[Move Speed]], [[Aiming Time]] &amp;amp; [[Melee Hit Chance]] (thus, {{DPS}}), [[Arrest Success Chance]], [[Global Work Speed]], [[Market Value]], and [[Body Size]]. Each trait is affected differently by age:  Global Work Speed rises steadily until adulthood, whereas Move Speed changes in jolts by life stage.&lt;br /&gt;
&lt;br /&gt;
Note. The melee hit chance multiplier is applied not to the hit chance itself, but to the bonuses and penalties imposed on it. That is, a 3-year-old child will have ~ 50% +-5% chance of hitting both having the maximum skill level + Go-juice, and having severe traumas that reduce work and vision to 0%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Aiming Time]] Multiplier by Age&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=3, 4, 12, 13, 18&lt;br /&gt;
|y=180, 180, 110, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Aim Time Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Melee Hit Chance]] Multiplier by Age&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=3, 4, 12, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Hit Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Arrest Success Chance]] Multiplier by Age&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=3, 3, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Arrest Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Global Work Speed]] Multiplier by Age&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=3, 4, 12, 18&lt;br /&gt;
|y=20, 20, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Work Speed Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
The [[precept]]{{IdeologyIcon}} ''Child Labor: Encouraged'' increases Global Work Speed by {{+|20%}} until 13.&lt;br /&gt;
&lt;br /&gt;
==== Move speed ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || x0.2&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || x0.75 || x0.85 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Market value ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || &amp;gt;13&lt;br /&gt;
|-&lt;br /&gt;
| '''Value Factor''' || x0.5 || x0.9 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Body size ====&lt;br /&gt;
{{Recode|section=1|reason= Graphs/Tables of values correlated to body size}}&lt;br /&gt;
Certain traits are indirectly affected due to a child's smaller body size. These include health, [[drug]] effectiveness, [[Carrying Capacity]], [[Meat Amount]] / [[Leather Amount]], and [[nutrition]] capacity. Stats that ''don't'' differ for teenagers include food consumption, Maximum/Minimum comfortable temperatures, and Filth rate.  Note that teenagers also have a 1.25 multiplier on maximum nutrition, which offsets the 0.8 multiplier from their reduced body size, resulting in the same nutrition capacity as an adult.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-8 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Size Factor''' || x0.2 || x0.35 || x0.58 || x0.8 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aging ===&lt;br /&gt;
Aging starts to linearly slow from biological age 11 to 20. Assuming that the adult aging rate is 100%, the deviation in biological age and chronological age is displayed in the below chart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Child age over time&lt;br /&gt;
|-&lt;br /&gt;
|{{Graph:Chart&lt;br /&gt;
|width = 300&lt;br /&gt;
|height = 300&lt;br /&gt;
|xAxisTitle = Biological age (years)&lt;br /&gt;
|yAxisTitle = Chronological age (years)&lt;br /&gt;
|legend = Child age rate&lt;br /&gt;
|type = line&lt;br /&gt;
|x =  0, 3   ,11,   12,   13,   14,   15,   16,   17,   18,   19,    20,    22&lt;br /&gt;
|y1 = 0, 3   ,11,   12,   13,   14,   15,   16,   17,   18,   19,    20,    22&lt;br /&gt;
|y2 = 0, 1.5   ,5.50, 6.01, 6.55, 7.14, 7.76, 8.42, 9.14, 9.93, 10.78, 11.73, 13.73&lt;br /&gt;
|y3 = 0, 1   ,3.66, 4.01, 4.38, 4.79, 5.24, 5.74, 6.30, 6.95, 7.70,  8.60,  10.60&lt;br /&gt;
|y4 = 0, 0.75,2.75, 3.01, 3.29, 3.61, 3.96, 4.36, 4.82, 5.37, 6.03,  6.89,  8.89&lt;br /&gt;
|y5 = 0, 0.60,2.20, 2.40, 2.64, 2.89, 3.18, 3.52, 3.91, 4.38, 4.98,  5.80,  7.80&lt;br /&gt;
|y6 = 0, 0.50,1.83, 2.00, 2.20, 2.41, 2.66, 2.95, 3.29, 3.70, 4.25,  5.03,  7.03&lt;br /&gt;
|y7 = 0, 0.15,0.55, 0.60, 0.65, 0.70, 0.75, 0.80, 0.85, 0.90&lt;br /&gt;
|y8 = 0, 0.15,0.43, 0.46, 0.50, 0.54, 0.57, 0.61, 0.65, 0.68&lt;br /&gt;
|y1Title = 100% (Real-time)&lt;br /&gt;
|y2Title = 200%&lt;br /&gt;
|y3Title = 300%&lt;br /&gt;
|y4Title = 400% (Default)&lt;br /&gt;
|y5Title = 500%&lt;br /&gt;
|y6Title = 600%&lt;br /&gt;
|y7Title = 2000% (Growth vat)&lt;br /&gt;
|y8Title = 2600% (Vat w/ precept)&lt;br /&gt;
|xGrid =&lt;br /&gt;
|yGrid =&lt;br /&gt;
|interpolate=monotone&lt;br /&gt;
|colors=#c8c8c8,#b4b4b4,#8c8c8c,#646464,#3c3c3c,#141414,#00aacc,#00ddff&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Increasing the growth rate lowers a pawn's chronological age at any given biological age. For example, at 200% aging, it takes ~10 years to reach age 18, and at 400% aging, it takes ~5.4 years (assuming 100% adult aging speed).&lt;br /&gt;
&lt;br /&gt;
A pawn with the [[ageless]] [[gene]] will linearly age slower after 13, before coming to a complete halt at 18.5.  With this gene and the default rates, a pawn will take 429 days (7.15 years) between ages 13 and ''17'', then a further 362 days (~6 years) to reach age 18. A growth vat can be used to decrease this time, if so desired.&lt;br /&gt;
&lt;br /&gt;
The fastest a pawn can age is in a growth vat from birth with the '''Growth vats: Essential''' [[Precepts#Growth vats|precept]]{{IdeologyIcon}}, where they reach adulthood in only ~40.5 days, after which they will age according to the set aging rate. Note that these values won't be accurate if a pawn has the ageless gene, spends time both in and out of growth vats, or the aging rates are altered in the storyteller settings mid-gameplay.&lt;br /&gt;
&lt;br /&gt;
== Wearable clothing ==&lt;br /&gt;
Being much smaller than adults, children can only wear a limited selection of clothing, mostly consisting of headwear:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Lifestage::~Child*]]&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Icon List&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ideoligion ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Worked example}}&lt;br /&gt;
Babies have no [[ideoligion]] of their own, however when a baby becomes a child at age 3, an ideoligion is assigned to the child based on a weighted random selection. &lt;br /&gt;
&lt;br /&gt;
These weights are assigned to the ideoligions of the pawns that interact with the baby. For the purposes of this calculation, this is specifically:&lt;br /&gt;
* {{+|0.5}} for any social interaction.&lt;br /&gt;
* {{+|1.0}} for carrying the baby for one hour.&lt;br /&gt;
* {{+|1.0}} for breastfeeding the baby for one hour.&lt;br /&gt;
* {{+|1.0}} for feeding the baby [[baby food]] for one hour.&lt;br /&gt;
These interactions are remembered forever until the baby transitions into a child.&lt;br /&gt;
&lt;br /&gt;
As with all weighted selections, the more that pawns from a given ideoligion interact with the baby, the more likely the baby is to choose that ideoligion, however ultimately there is always a chance selects any ideoligion to which it was exposed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When raised naturally and with lots of Learning time, children can very easily become powerful colonists. With the ability to choose from up to 6 [[traits]] per growth moment, the likelihood for at least one &amp;quot;great&amp;quot; trait, like [[Jogger]], [[Industrious]], or [[Quick sleeper]], per growth moment is significant. A child is very likely to have multiple ''good'' traits by the time they become a teen. Passion choice is also excellent - burning passions in any desired field are quite common. Needless to say, it'd be very rare for a randomly generated adult to match a colony raised child. &lt;br /&gt;
&lt;br /&gt;
Child rearing mainly comes at a cost of time, with slightly more than 2.5 years spent in the child stage on default Child Aging Rate settings. Children do not actually require much adult supervision to grow and learn. Set an [[allowed area]] so that they won't wander too far from your base, and children will develop to become a fairly powerful colonist. However, to reach the highest growth level of 8, you need to ensure that their average learning need is at least 90% (even while sleeping). As children will not start learning unless their learning need is already below 90%, this requires more careful management, especially for children under the age of 7.&lt;br /&gt;
&lt;br /&gt;
To fulfill their learning, you may need to:&lt;br /&gt;
* Build a [[comms console]], a [[school desk]] with 3 [[blackboard]]s, allow the child outside, and get at least 1 [[book]] to cover all possible Learning types. In practice, you can skip out on 1-2 types, and still reach growth level 8, just hope that the types you skip don't come up together at the same time.&lt;br /&gt;
* Constantly monitor your child's learning need and their desired activities. Sometimes they will not start learning even though their need has dropped below 90%, you'll need to diagnose the problem before it cause them to miss the growth target. If you notice a child is behind in learning progress, wait until reading appears as one of their learning needs. As reading can be forced manually, you can keep the child’s learning at 100% (with smaller dips for eating and sleeping) by forcing reading even when learning is above the 90% threshold.&lt;br /&gt;
* When the child is sleeping and their learning need drop below 90%, wake them up so that they can bring it up to 100% before sleeping again.&lt;br /&gt;
* Try not to interrupt the child before their learning need reach 100%, because they won't start learning again for a while.&lt;br /&gt;
* Work watching: children age 3-7 can only do work watching on social tasks, so consider ordering an adult to attempt to recruit a prisoner when a child need to work-watch.&lt;br /&gt;
* Lesson taking: children will not start learning unless there is an awake adult who is capable of teaching. Wake you teacher up when the child need to take lessons.&lt;br /&gt;
* Skydreaming: sometimes you need to draft the child and move them outside for them to start this activity&lt;br /&gt;
&lt;br /&gt;
Older children that join your colony will be comparatively worse off.&lt;br /&gt;
&lt;br /&gt;
===Baby stage===&lt;br /&gt;
As opposed to the proper child stage, the [[baby]] stage, which lasts for 45 days (3/4ths of a year), requires a notably higher amount of colonist labor. Feeding babies takes a surprisingly long time, especially if breastfed.  The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days. On the plus side, feeding and playing with babies can be done by children as young as age 3.&lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to skip the baby stage, at the cost of nutrition and a slight mood penalty to parents. Babies don't learn, so this comes at no cost to a child's development.&lt;br /&gt;
&lt;br /&gt;
=== Vats ===&lt;br /&gt;
{{Main|Growth vat}}&lt;br /&gt;
[[Growth vat]]s can turn children into working machines. It still takes a long time to grow a person - 9 days for the embryo to be born in vat, another 39 days to reach age 13, and then a further 15 days to reach 18 (if desired), for a total of 63 days from embryo to 18 (~ 52.6 days with a pro-vat [[ideoligion]]{{IdeologyIcon}}). In the meantime, the vat consumes a lot of food. Growing an embryo requires a total of 54 [[nutrition]] - 60 simple meals, or 4 colonists of food for 9 days -  while a pregnant mother would consume an extra 30% nutrition for 18 days. Growing the child thereafter requires 2 colonist's of nutrition per day. Unlike with most colonists, you can use undesirable foods like [[human meat]] and [[kibble]] with no penalty.&lt;br /&gt;
&lt;br /&gt;
Vatgrown pawns have 0 passions, barely any skills, and 3 random traits. Despite this, extra bodies can always be useful for tasks like Hauling and Cleaning, or fighting in general. While any [[Events#Wanderer joins|wanderer]] or captured [[raider]] is likely to be better, all three [[storyteller]]s have a population intent. As you have more people, it becomes harder to recruit more colonists. Children ignore this mechanic entirely. Therefore, growing children becomes more viable for larger colonies.&lt;br /&gt;
&lt;br /&gt;
[[Gene]] modding can make vatgrown children much more powerful. For example, the [[Great shooting]] gene provides 8 Shooting skill, added on top of the pawn's &amp;quot;true&amp;quot; skill level, and a passion. If planted immediately after birth, the extra passion will nearly triple the Shooting skill bonuses from the vat. This can provide late-game colonies with a functionally infinite supply of soldiers, ignoring the game's natural population curve, and limited only by food production (and possibly lag). &lt;br /&gt;
&lt;br /&gt;
Note that using vats to speed up the baby stage (0-3) and teen stage (13-18) does not penalize the pawn in any way. Babies don't learn or work, and speeding up this phase comes mostly at the cost of [[mood]]. Speeding up a teen to adulthood removes their work speed and body size penalties, though they could've done work in the meantime. However, teens in growth vats do not apply a mood penalty to their parents, as they are not &amp;quot;kids&amp;quot; anymore. Also note that unlike with [[cryptosleep]], colonists in vats have absolutely no penalty applied to them when they exit the vat. If you need them for an emergency (such as a dangerous incoming raid), they can be removed from the vat at a moment's notice.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced. In Core RimWorld, the minimum human age is 14, where they are treated as adults.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Temporary work restrictions affect growth moment passion choices.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Growth moment flavor text doesn't appear when a pawn becomes a child.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - &amp;quot;My child is happy&amp;quot; and related thoughts now can trigger if a pawn is being carried.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Growth tier gizmo displays incorrect percent value on bar.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Children gain growth points in cryptosleep.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Children can now do Basic work at age 3. Allow children to wear shield belts&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (11-20) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor. Fixed &amp;quot;Tribal Child&amp;quot; not giving Natural meditation focus. Added an option for selecting “no trait” on growth letters some of the time if there are more than two trait choices.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal babies becoming children get [[psyfocus|natural meditation focus]]{{RoyaltyIcon}} at 3.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Round growth points down on UI for clarity. Children now recalculate their life stage immediately when they become an adult instead of waiting for their next growth tick. Fix: Children generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Radiotalking doesn't adhere to child's allowed area.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: If a child goes through a growth moment expecting passion increase choices, but there are no available passions, the UI will lock. Fix: Errors when trying to bring a baby to a mom inside a container to breastfeed. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Exception getting growth points for dead pawn.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Animals|#Children]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=171746</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=171746"/>
		<updated>2025-11-04T00:52:33Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Growth score */ tier 8 has 50-50 chances for 3 or 4 passions, as coded in Verse.Pawn_AgeTracker.BirthdayBiological&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{About|children of age 3 and up|pregnancy and babies|Reproduction}} &lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{See also|Reproduction}}&lt;br /&gt;
* Having a [[baby]] age up to 3 or beyond.&lt;br /&gt;
* Purchasing them from [[Trade#Slaver|slavers]].&lt;br /&gt;
* Most [[quest]]s and [[event]]s where an adult colonist would join.&lt;br /&gt;
&lt;br /&gt;
Note that [[raid]]s will not have children, unless you enable it in the [[AI Storytellers#Child enemies|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Children are human pawns from 3 to 13 years old. Younger pawns are [[babies]]. Older pawns, between 13 and 18, are teenagers - considered adults for most purposes.&lt;br /&gt;
&lt;br /&gt;
Children have important growth moments at ages 7, 10, and 13. These give the pawn access to new work types, as well as the choice of [[trait]]s and passions. Giving a child access to Learning increases the possible choices. See [[#Development]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
Age is measured both biologically and chronologically. Biological age represents how far a pawn has grown physically and mentally. Chronological age represents how long a pawn has existed since their birth; their &amp;quot;true&amp;quot; age, so to say. Since chronological age has no direct gameplay effects, all listed ages are in biological years unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
By default, children biologically age at 400% speed. Upon reaching 11, their aging will linearly slow from the [[AI Storytellers#Child aging rate|child aging rate]] until they reach 20, where they'll age at the [[AI Storytellers#Adult aging rate|adult aging rate]], or 100% by default. Their aging can be altered by changing the [[AI Storytellers#Biotech|storyteller settings]].  &lt;br /&gt;
&lt;br /&gt;
At the default aging rates, it takes about 3.30 years (~198 days) for a child to grow from birth to age 13, and about 5.38 years (~323 days) to go from birth to age 18. In total, a child takes about 6.91 years (415 days) to go from birth to age 20, of which 2.75 years (165 days) is from birth to age 11. &lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to very quickly age pawns up to age 18, after which they will get forcefully ejected. A pawn in a [[growth vat]] will age at a constant 20x speed, unaffected by any other aging factors except for the [[Growth Vat Occupant Speed]] stat{{IdeologyIcon}}, as long as it has access to [[power]] and [[nutrition]]. However, if used to speed up the &amp;quot;Child&amp;quot; stage (ages 3-13), then the vat will impact the child's [[#Development|Development]]. Conversely, the [[ageless]] [[gene]] will linearly slow aging from 13 until stopping entirely at 18.5. Growth vats ignore the ageless gene.&lt;br /&gt;
&lt;br /&gt;
For more explanation of aging rate, see [[#Aging]].&lt;br /&gt;
&lt;br /&gt;
=== Capabilities ===&lt;br /&gt;
Children as young as 3 can wield [[weapon]]s and are valid for any [[Reproduction|non-reproductive]] [[surgery]], including [[organ harvesting]]. However, children are limited to child-sized clothing like the [[kid pants]] and [[kid parka]], and can only do certain types of work. They receive penalties to [[Global Work Speed]], [[Move Speed]], and more, scaling with age. Due to their body size, they have less health, can store less [[nutrition]], and receive stronger effects from [[drug]]s. Children are also vulnerable to the ''Fleeing Fire'' [[mental break]] when seeing [[fire]]. Instead of Recreation, children have [[#Learning|Learning]], which gives them more options for each growth moment.&lt;br /&gt;
&lt;br /&gt;
Teenagers wear adult clothing, have access to all work, lose their Learning need, and won't flee fire without [[Pyrophobia]]. However, they can only reproduce once they reach 16. And, teens retain a small penalty to work speed and body size until they reach 18, where they become full adults and all penalties are removed.&lt;br /&gt;
&lt;br /&gt;
See [[#Stats|Stats]] for a full breakdown of stat penalties.&lt;br /&gt;
&lt;br /&gt;
=== Noncombatants ===&lt;br /&gt;
Luckily, children (until 13) do not always have to participate in combat. Children who are unarmed and have not been [[draft]]ed in 24 hours are very low priority targets for enemies.{{Check Tag|Verify mechanic|Exact mechanic unknown?}} Adult colonists will virtually always be targeted over a noncombatant. If children aren't in the line of sight of enemy fighters, they won't be hunted down during an attack.&lt;br /&gt;
&lt;br /&gt;
However, children are still ''able'' to be targeted. This is in contrast to [[pen animal]]s, who enemies will never attack intentionally. If a raider has no other targets available, a &amp;quot;noncombatant&amp;quot; child will be attacked. Hungry predators have no regard for this mechanic, and will target your children if they are nearby. In any case, a child in the way of a firefight can be hit by stray shots and [[friendly fire]].&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Children receive a [[mood]]let for simply being young: at age 3, {{+|16}} '''Childlike joy''', at age 6, {{+|12}} '''Childlike wonder''', age 8, {{+|8}} '''Childlike enthusiasm''', and at age 10, {{+|4}} '''Childlike confidence''', finally lost at age 13. Children are happy when their parents are happy ({{+|6}} for each parent), and parents are happy when their children are (also {{+|6}} for each child). Other than that, most regular moodlets apply to them. &lt;br /&gt;
&lt;br /&gt;
Adult colonists receive a {{+|2}} ''Happy youngsters'' for each child colonist with 60 mood or higher, stacking up to +6. They will receive a -2 mood for each child colonist with 35 mood or less, stacking up to -6. Most receive a {{--|6}} moodlet for killing an innocent child.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
=== Learning ===&lt;br /&gt;
Children have a '''Learning''' [[need]], which replaces Recreation. They satisfy the need by satisfying one of their [[#Learning desires|learning desires]], which they usually have 2. The need gives mood buffs or debuffs, [[Recreation#Recreation_thresholds|analogous to Recreation]] at the same level, and, most importantly, it increases their [[#Growth score|growth score]].&lt;br /&gt;
&lt;br /&gt;
When a child decides what to do in accordance with their [[schedule]], they may choose learning. The following conditions should be met for the child to actually start learning:&lt;br /&gt;
* The current schedule hour is set to anything but &amp;quot;Work&amp;quot;. Notably, for the &amp;quot;Sleep&amp;quot; schedule assignment, learning has a higher priority than sleeping (unlike adults, who go to sleep if the Sleep need is below {{Bad|75%}}, children prefer learning to sleeping, if possible (see other limitations)).&lt;br /&gt;
* Learning need is below {{Bad|90%}}.&lt;br /&gt;
* A learning desire can be satisfied (see descriptions of individual desires for possible limitations). If both desires can be satisfied, one is randomly selected.&lt;br /&gt;
* Food need is {{Good|≥34%}} and Sleep need is {{Good|≥38%}}.&lt;br /&gt;
&lt;br /&gt;
The mood level doesn't matter.&lt;br /&gt;
&lt;br /&gt;
Once learning begins, it will continue until either Learning need reaches {{Good|99.9%}} (visible as {{Good|100%}} due to rounding), or it is interrupted (by the child needing to eat or sleep, or being drafted, or the Learning type becoming invalid—e.g., for work watching, if all adults have stopped doing any watchable work types). After an interruption, if their Learning is below 90%, they may resume learning, but if it's above 90%, they won't—instead doing work or idling, until it drops below 90% again.&lt;br /&gt;
&lt;br /&gt;
Learning is '''not''' interrupted if the child loses desire for the currently performed learning type.&lt;br /&gt;
&lt;br /&gt;
The speed with which children fulfill their Learning need is affected by the [[Learning Rate Factor]] stat.&lt;br /&gt;
&lt;br /&gt;
=== Learning desires ===&lt;br /&gt;
At any one point, a child has 1 or 2 of the learning desires, listed below. They are shown as pictograms above the Learning need bar. When a baby reaches age of 3 and becomes a child, they get the first desire which is randomly selected. Then, they repeatedly gain a random new desire in random time intervals ranging from {{ticks/gametime|20000}} to {{ticks/gametime|40000}}, averaging to 2 desires daily. The desires form a queue with a maximum length of 2 (the new desire is added to the end of list, and if the number of items exceeds 2, the first item is removed).&lt;br /&gt;
&lt;br /&gt;
When a new desire is selected, it never repeats an active one (including the one that is to be removed from the queue). Also, ''Radio talking'' isn't chosen before [[Microelectronics]] is researched; this is the only safeguard against choosing a desire which is currently impossible to satisfy. Desires which are not ruled out by these restrictions have equal probability of being chosen, except ''Lesson taking'', which has {{Good|x2.5|normal}} higher weight (probability) than the others. It is perfectly possible to get a learning desire which is impossible to satisfy. Each of them has a number of blocking conditions, and the mentioned Microelectronics research thing is the only condition that is consciously avoided.&lt;br /&gt;
&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on anywhere within or near home area. The drawings can be cleaned up the same way as any other dirt. Unlike other types of filth, however, it does not have any effect on [[beauty]].&lt;br /&gt;
&lt;br /&gt;
==== Lesson taking ====&lt;br /&gt;
Requires an awake adult that is capable of teaching (a teacher). The child (student) will sit at a [[school desk]]. The teacher can be prioritized to teach the child on a currently usable skill (e.g., when age 4 this can be Shooting, Melee, or Social), increasing the child's respective skill level. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard]]s near the school desks at which the lesson takes place. It also trains the teacher's Social skill.&lt;br /&gt;
&lt;br /&gt;
Teaching lessons improves the child's opinion of the teacher, for {{+|8}} ''Taught me a skill''. The teacher will additionally raise their opinion of the child: {{+|4}} ''Listened to my lesson''.&lt;br /&gt;
&lt;br /&gt;
A colonist can be a teacher if they:&lt;br /&gt;
* Are an adult&lt;br /&gt;
* Are awake&lt;br /&gt;
* Have Food need {{Good|≥34%}} and Sleep need {{Good|≥38%}}&lt;br /&gt;
* Are capable of childcare and has it enabled in the Work menu&lt;br /&gt;
* Can [[Talking|talk]]&lt;br /&gt;
* Belong to the player's faction (neither [[guest]] nor quest lodger)&lt;br /&gt;
* Can reach the child avoiding deadly dangers{{Check Tag|Clarify|What dangers exactly?}}&lt;br /&gt;
* Are not [[drafted]]&lt;br /&gt;
* Are neither in a [[mental break]] nor [[Mental break#Special|mental state]]&lt;br /&gt;
* Are not [[downed]]&lt;br /&gt;
* Are not burning&lt;br /&gt;
* Don't have a lord{{Check Tag|Clarify|This condition is checked in the game's code, but it is unclear how a colonist may have a lord.}}&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity. Care must be taken as nearby predator hunt or potential raid can occur near them, as they tend to run outside the safe zone near the edge. Children can ignore [[allowed area]]s while &amp;quot;running&amp;quot;, but will quickly go back.&lt;br /&gt;
&lt;br /&gt;
Experimentation seems to indicate that (verification needed):&lt;br /&gt;
- It needs to be a number of tiles away from anything player-owned (floors don't count), 43 tiles of space is enough but less is possible using a very specific pattern (see image)&lt;br /&gt;
- These tiles need to be as empty as possible, ideally when building under overhead mountain a collapsed rocks or unmined tile 6 spaces away from any other is sufficient (it's unclear how much wiggle room is there)&lt;br /&gt;
- There's no need for this tile to be outdoors, however dev placed natural tiles such as collapsed rocks are counted as artificial somehow&lt;br /&gt;
&lt;br /&gt;
The dimensions of the image are 36x36, 41x36 (vertical) and 48x36 (horizontal). 41x48 and possibly 48x41 should work as well with minimal wasted space.&lt;br /&gt;
&lt;br /&gt;
==== Radio talking ====&lt;br /&gt;
The desire doesn't appear before [[Microelectronics]] is researched, which is required for building the [[comms console]]. A console is used by the child for chatting with people over the radio. The child will stop radio talking if the console is used for other purposes, such as trading with a trade ship or contacting another faction.&lt;br /&gt;
&lt;br /&gt;
The child uses the nearest comms console, which is:&lt;br /&gt;
* Powered&lt;br /&gt;
* Allowed&lt;br /&gt;
* Reachable, avoiding deadly dangers{{Check Tag|Clarify|What dangers exactly?}}&lt;br /&gt;
* Not reserved by another pawn&lt;br /&gt;
&lt;br /&gt;
If no such console is found, the desire cannot be satisfied.&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
{{stub|section=1|reason=Lack of mechanics - also propagate to [[books]] and the pages for the types of books.&lt;br /&gt;
Reports that:&lt;br /&gt;
* The normal effects of books still apply to children reading books - they gain skills from textbooks and provide research from schematics&lt;br /&gt;
* That because you can force children to read, unlike other learning types, so when their learning is lagging you can force them to read to catch up.}}&lt;br /&gt;
Children can read [[books]] to fulfill their learning need. If you notice a child is behind in learning progress, wait until reading appears as one of their learning needs. As reading can be forced manually, you can keep the child’s learning at 100% (with smaller dips for eating and sleeping) by forcing reading even when learning is above the 90% threshold.&lt;br /&gt;
&lt;br /&gt;
The normal effects of a book still apply to children, allowing them to increase their skills they have access to while reading, allowing their skills to be even more developed.&lt;br /&gt;
&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky, much like adults that are cloud watching.&lt;br /&gt;
&lt;br /&gt;
Bad weather does '''not''' prevent sky dreaming (lying in dirt and watching rain falling from the skies must be fun and educative).&lt;br /&gt;
&lt;br /&gt;
Experimentation results suggest that for a spot to be viable for sky dreaming it must have no artificial tiles or objects in the ground within 36 tiles (floors are fine so concrete can be used to get them away from danger faster). This distance seems to be direct (as the crow flies) rather than via squares (manhattan distance) so it might be difficult to adjust perfectly outside trial and error for a &amp;quot;skydreaming shelter&amp;quot; for children. (Verification needed)&lt;br /&gt;
&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching will follow an adult, who does standard work, and slowly gain the corresponding skill (e.g. Plants when watching plant work). Children will only watch work types that use a skill they can use themselves (e.g. children under 7 will only watch Social work, such as childcare and wardening; they ''do'' watch wardening even though they can't perform it until age 10). Children gain skill even when watching the unskilled parts of skilled work (e.g. they gain Crafting skill when watching stonecutting and Medical skill when watching a doctor feed patients).&lt;br /&gt;
&lt;br /&gt;
=== Growth score ===&lt;br /&gt;
Each day, children will raise their growth score (shown at the bottom of the screen when a child is selected) proportionate to their Learning need. Growth points are not gained when the Learning need is frozen, such as in a [[growth vat]] or [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and gives more passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards. A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum of 180 growth points, but 162 is the highest value displayed.&lt;br /&gt;
&lt;br /&gt;
Growth point gain is directly proportional to the time spent between growth moments, so that average Learning for each growth tier remains constant. Under the default settings, children from 3-7 gain up to 3 growth points per day, and children from 7-10 and 10-13 gain 4 growth points per day. Changing the child aging rate in storyteller settings adjusts the growth point gain accordingly. Changes to [[Global Learning Factor]], such as [[Fast learner]], have no impact on growth points or the Learning need.&lt;br /&gt;
&lt;br /&gt;
The [[precept]]{{IdeologyIcon}} ''Child Labor: Disapproved'' increases Learning gain by 20%.  It doesn't directly improve growth point gain, but makes it easier to keep the Learning need high.&lt;br /&gt;
&lt;br /&gt;
Note that the displayed growth points are always rounded down to avoid confusion regarding thresholds.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion || Min Av Learning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || - || 17%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || - || 31%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || - || 44%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options || 56%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options || 67%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3-4 (50-50 chances) from 6 options || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A perfectly educated child, who is always ready to begin a learning task when Learning drops to 90%, and never gets interrupted, will have Learning oscillate between 90% and 100%, averaging 95%. This gives a margin for error with respect to the maximum growth tier goal of &amp;quot;average Learning ≥ 90%&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The table below shows linear values required for a child to hit 162 by the next Growth Point. As the first Growth Period (3 to 7) is longer but grants fewer points per day, it has a separate set of columns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| 3-7 Years !! colspan=&amp;quot;3&amp;quot;| 7-10/10-13&lt;br /&gt;
|-&lt;br /&gt;
! Years !! Days !! Average Points !! Years !! Days !! Average Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 15 || 10 || 0 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 30 || 20 || 0 || 30 || 27&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 45 || 30 || 0 || 45 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 41 || 1 || 0 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || 51 || 1 || 15 || 68&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 61 || 1 || 30 || 81&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 45 || 71 || 1 || 45 || 95&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0 || 81 || 2 || 0 || 108&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15 || 91 || 2 || 15 || 122&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 30 || 101 || 2 || 30 || 135&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 45 || 111 || 2 || 45 || 149&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0 || 122 || 3 || 0 || 162&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 15 || 132 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 30 || 142 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 45 || 152 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0 || 162 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Growth moments ==&lt;br /&gt;
{{Stub|section=1|reason= How do work restrictions affect skill and/or trait selections - [[Version/1.4.3525]] implies that work restrictions do prevent it, because they had to make an exception for temp restrictions.}}&lt;br /&gt;
[[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that informs the player what work types the child is now capable of doing and the player to pick additional traits and passions. The number of skills and traits available to choose from increases according to the Growth tier reached by that growth moment (see above table). What skills are chosen is completely random; a child can gain a passion in a skill they otherwise would not have any passion in due to [[Genes#Aptitudes|Aptitude Genes]]. Working one type of work over another or what learning types are used to fill the Learning bar have no effect. Only one passion can be added to a skill at a time, but passions are additive - selecting the same skill in two growth moments will result in a double passion.&lt;br /&gt;
&lt;br /&gt;
Only one trait can be selected per Growth moment. Traits that are mutually exclusive with previously selected traits or Genes will not appear on future Growth moments. When at least three traits are available to be chosen from, there's a 35% chance that one of the available options will be &amp;quot;no trait&amp;quot;. This option can be selected if no trait is preferable to the traits offered.&lt;br /&gt;
&lt;br /&gt;
You may choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen. During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
! Age || Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
! Age || Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
At 3, your [[Babies|baby]] transitions to childhood and additionally undergoes a growth moment. Now that your pawn is a child, they can walk and talk, wear clothes, and do basic activities. Their Play need is also replaced with a new Learning need. Because babies haven't learned anything yet, this &amp;quot;growth moment&amp;quot; does not come with traits or passions.&lt;br /&gt;
&lt;br /&gt;
On their birthday, you will receive up to 2 notifications. The first is &amp;quot;Growth moment for &amp;lt;Pawn&amp;gt;&amp;quot;, which may include a new nickname for your child that you'll have 48 hours to change. Both of these decisions can be postponed until their deadlines. &lt;br /&gt;
&lt;br /&gt;
 '' Baby '''&amp;lt;BABY NAME&amp;gt;''' has grown up and become a child! (S)He is now old enough to do the following work: &amp;lt;LIMITED WORK&amp;gt; Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. ''&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, you'll get a second notification, &amp;quot;&amp;lt;Pawn&amp;gt; became a child&amp;quot;. The child  will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in, randomly determined from weightings based on who interacted with the child and how. For further details, see the [[#Ideoligion|Ideoligion]] section.&lt;br /&gt;
&lt;br /&gt;
In addition, you'll have 12 hours to decide whenever to make the child a colonist or a [[slave]],{{IdeologyIcon}} depending on their birth mother, they will be a colonist or slave by default, for prisoner births they will be a colonist due to having been adopted.&lt;br /&gt;
&lt;br /&gt;
 '' '''&amp;lt;BABY NAME&amp;gt;''' has decided to become a follower of the ideoligion '''&amp;lt;MAJOR COLONY IDEOLIGION&amp;gt;'''. By tradition '''&amp;lt;BABY NAME&amp;gt;''', born to '''&amp;lt;MOTHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' (and) '''&amp;lt;FATHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' / unknown parents, is a colonist/tribesman/slave, but exceptions can be made... Should '''&amp;lt;BABY NAME&amp;gt;''' remain a colonist/tribesman/slave? ''&lt;br /&gt;
&lt;br /&gt;
Children and their caretakers maintain any [[Social|social]] opinion modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty (Pawn)|beauty]], [[traits]], and [[ideoligion]].&lt;br /&gt;
&lt;br /&gt;
3-year-olds gain the Childhood background '''Child''': ''The story of [their] childhood is still being written.'' They also gain the ability to learn the shooting, melee, and social skills, although they start with 0 experience in them. If you started as a [[New Tribe]], then children will gain the ''Natural'' [[meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Age 7 &amp;amp; 10 ====&lt;br /&gt;
Ages 7 and 10 are ordinary growth moments. Your child will gain a selection of passions and traits, with available choices corresponding to the [[#Development|Learning]] need. They will remain a child after either age threshold, but will gain access to more work types in the process.&lt;br /&gt;
&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but are now considered adults (or teenagers) throughout the game, and have access to all work types. &lt;br /&gt;
&lt;br /&gt;
They wear adult clothing, dropping their too-small child's clothes if wearing any. Their Learning need is immediately replaced by Recreation, removing any mood effects from learning. In addition, they finally lose their {{+|4}} ''Childlike confidence''' [[mood]]let. [[Genes#Drugs|Drug dependency genes]] take effect at this age, as if they last took the drug on their birthday. They also have a chance to gain a [[Traits#Asexual|sexuality trait]], separate from the growth moment trait choice (if they receive none, they will be considered heterosexual). Some kids get special changes upon turning 13. &lt;br /&gt;
&lt;br /&gt;
Children will receive the childhood [[background]] of Tribal Child or Colony Child, dependent on if you started as a [[New Tribe]] or as [[New Arrivals]]. Alternatively, they will receive Vatgrown Child if they spent enough time in a [[growth vat]] - this removes the Natural [[meditation|meditation focus]], if it was present. Their adult backstory will be set to Tribe Member or Colonist, respectively.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Children and teens have various penalties to speed and effectiveness. Specifically, they have a multiplier to the following stats: [[Move Speed]], [[Aiming Time]] &amp;amp; [[Melee Hit Chance]] (thus, {{DPS}}), [[Arrest Success Chance]], [[Global Work Speed]], [[Market Value]], and [[Body Size]]. Each trait is affected differently by age:  Global Work Speed rises steadily until adulthood, whereas Move Speed changes in jolts by life stage.&lt;br /&gt;
&lt;br /&gt;
Note. The melee hit chance multiplier is applied not to the hit chance itself, but to the bonuses and penalties imposed on it. That is, a 3-year-old child will have ~ 50% +-5% chance of hitting both having the maximum skill level + Go-juice, and having severe traumas that reduce work and vision to 0%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Aiming Time]] Multiplier by Age&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=3, 4, 12, 13, 18&lt;br /&gt;
|y=180, 180, 110, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Aim Time Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Melee Hit Chance]] Multiplier by Age&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=3, 4, 12, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Hit Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Arrest Success Chance]] Multiplier by Age&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=3, 3, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Arrest Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Global Work Speed]] Multiplier by Age&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=3, 4, 12, 18&lt;br /&gt;
|y=20, 20, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Work Speed Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
The [[precept]]{{IdeologyIcon}} ''Child Labor: Encouraged'' increases Global Work Speed by {{+|20%}} until 13.&lt;br /&gt;
&lt;br /&gt;
==== Move speed ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || x0.2&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || x0.75 || x0.85 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Market value ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || &amp;gt;13&lt;br /&gt;
|-&lt;br /&gt;
| '''Value Factor''' || x0.5 || x0.9 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Body size ====&lt;br /&gt;
{{Recode|section=1|reason= Graphs/Tables of values correlated to body size}}&lt;br /&gt;
Certain traits are indirectly affected due to a child's smaller body size. These include health, [[drug]] effectiveness, [[Carrying Capacity]], [[Meat Amount]] / [[Leather Amount]], and [[nutrition]] capacity. Stats that ''don't'' differ for teenagers include food consumption, Maximum/Minimum comfortable temperatures, and Filth rate.  Note that teenagers also have a 1.25 multiplier on maximum nutrition, which offsets the 0.8 multiplier from their reduced body size, resulting in the same nutrition capacity as an adult.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-8 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Size Factor''' || x0.2 || x0.35 || x0.58 || x0.8 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aging ===&lt;br /&gt;
Aging starts to linearly slow from biological age 11 to 20. Assuming that the adult aging rate is 100%, the deviation in biological age and chronological age is displayed in the below chart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Child age over time&lt;br /&gt;
|-&lt;br /&gt;
|{{Graph:Chart&lt;br /&gt;
|width = 300&lt;br /&gt;
|height = 300&lt;br /&gt;
|xAxisTitle = Biological age (years)&lt;br /&gt;
|yAxisTitle = Chronological age (years)&lt;br /&gt;
|legend = Child age rate&lt;br /&gt;
|type = line&lt;br /&gt;
|x =  0, 3   ,11,   12,   13,   14,   15,   16,   17,   18,   19,    20,    22&lt;br /&gt;
|y1 = 0, 3   ,11,   12,   13,   14,   15,   16,   17,   18,   19,    20,    22&lt;br /&gt;
|y2 = 0, 1.5   ,5.50, 6.01, 6.55, 7.14, 7.76, 8.42, 9.14, 9.93, 10.78, 11.73, 13.73&lt;br /&gt;
|y3 = 0, 1   ,3.66, 4.01, 4.38, 4.79, 5.24, 5.74, 6.30, 6.95, 7.70,  8.60,  10.60&lt;br /&gt;
|y4 = 0, 0.75,2.75, 3.01, 3.29, 3.61, 3.96, 4.36, 4.82, 5.37, 6.03,  6.89,  8.89&lt;br /&gt;
|y5 = 0, 0.60,2.20, 2.40, 2.64, 2.89, 3.18, 3.52, 3.91, 4.38, 4.98,  5.80,  7.80&lt;br /&gt;
|y6 = 0, 0.50,1.83, 2.00, 2.20, 2.41, 2.66, 2.95, 3.29, 3.70, 4.25,  5.03,  7.03&lt;br /&gt;
|y7 = 0, 0.15,0.55, 0.60, 0.65, 0.70, 0.75, 0.80, 0.85, 0.90&lt;br /&gt;
|y8 = 0, 0.15,0.43, 0.46, 0.50, 0.54, 0.57, 0.61, 0.65, 0.68&lt;br /&gt;
|y1Title = 100% (Real-time)&lt;br /&gt;
|y2Title = 200%&lt;br /&gt;
|y3Title = 300%&lt;br /&gt;
|y4Title = 400% (Default)&lt;br /&gt;
|y5Title = 500%&lt;br /&gt;
|y6Title = 600%&lt;br /&gt;
|y7Title = 2000% (Growth vat)&lt;br /&gt;
|y8Title = 2600% (Vat w/ precept)&lt;br /&gt;
|xGrid =&lt;br /&gt;
|yGrid =&lt;br /&gt;
|interpolate=monotone&lt;br /&gt;
|colors=#c8c8c8,#b4b4b4,#8c8c8c,#646464,#3c3c3c,#141414,#00aacc,#00ddff&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Increasing the growth rate lowers a pawn's chronological age at any given biological age. For example, at 200% aging, it takes ~10 years to reach age 18, and at 400% aging, it takes ~5.4 years (assuming 100% adult aging speed).&lt;br /&gt;
&lt;br /&gt;
A pawn with the [[ageless]] [[gene]] will linearly age slower after 13, before coming to a complete halt at 18.5.  With this gene and the default rates, a pawn will take 429 days (7.15 years) between ages 13 and ''17'', then a further 362 days (~6 years) to reach age 18. A growth vat can be used to decrease this time, if so desired.&lt;br /&gt;
&lt;br /&gt;
The fastest a pawn can age is in a growth vat from birth with the '''Growth vats: Essential''' [[Precepts#Growth vats|precept]]{{IdeologyIcon}}, where they reach adulthood in only ~40.5 days, after which they will age according to the set aging rate. Note that these values won't be accurate if a pawn has the ageless gene, spends time both in and out of growth vats, or the aging rates are altered in the storyteller settings mid-gameplay.&lt;br /&gt;
&lt;br /&gt;
== Wearable clothing ==&lt;br /&gt;
Being much smaller than adults, children can only wear a limited selection of clothing, mostly consisting of headwear:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Lifestage::~Child*]]&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Icon List&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ideoligion ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Worked example}}&lt;br /&gt;
Babies have no [[ideoligion]] of their own, however when a baby becomes a child at age 3, an ideoligion is assigned to the child based on a weighted random selection. &lt;br /&gt;
&lt;br /&gt;
These weights are assigned to the ideoligions of the pawns that interact with the baby. For the purposes of this calculation, this is specifically:&lt;br /&gt;
* {{+|0.5}} for any social interaction.&lt;br /&gt;
* {{+|1.0}} for carrying the baby for one hour.&lt;br /&gt;
* {{+|1.0}} for breastfeeding the baby for one hour.&lt;br /&gt;
* {{+|1.0}} for feeding the baby [[baby food]] for one hour.&lt;br /&gt;
These interactions are remembered forever until the baby transitions into a child.&lt;br /&gt;
&lt;br /&gt;
As with all weighted selections, the more that pawns from a given ideoligion interact with the baby, the more likely the baby is to choose that ideoligion, however ultimately there is always a chance selects any ideoligion to which it was exposed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When raised naturally and with lots of Learning time, children can very easily become powerful colonists. With the ability to choose from up to 6 [[traits]] per growth moment, the likelihood for at least one &amp;quot;great&amp;quot; trait, like [[Jogger]], [[Industrious]], or [[Quick sleeper]], per growth moment is significant. A child is very likely to have multiple ''good'' traits by the time they become a teen. Passion choice is also excellent - burning passions in any desired field are quite common. Needless to say, it'd be very rare for a randomly generated adult to match a colony raised child. &lt;br /&gt;
&lt;br /&gt;
Child rearing mainly comes at a cost of time, with slightly more than 2.5 years spent in the child stage on default Child Aging Rate settings. Children do not actually require much adult supervision to grow and learn. Set an [[allowed area]] so that they won't wander too far from your base, and children will develop to become a fairly powerful colonist. However, to reach the highest growth level of 8, you need to ensure that their average learning need is at least 90% (even while sleeping). As children will not start learning unless their learning need is already below 90%, this requires more careful management, especially for children under the age of 7.&lt;br /&gt;
&lt;br /&gt;
To fulfill their learning, you may need to:&lt;br /&gt;
* Build a [[comms console]], a [[school desk]] with 3 [[blackboard]]s, allow the child outside, and get at least 1 [[book]] to cover all possible Learning types. In practice, you can skip out on 1-2 types, and still reach growth level 8, just hope that the types you skip don't come up together at the same time.&lt;br /&gt;
* Constantly monitor your child's learning need and their desired activities. Sometimes they will not start learning even though their need has dropped below 90%, you'll need to diagnose the problem before it cause them to miss the growth target. If you notice a child is behind in learning progress, wait until reading appears as one of their learning needs. As reading can be forced manually, you can keep the child’s learning at 100% (with smaller dips for eating and sleeping) by forcing reading even when learning is above the 90% threshold.&lt;br /&gt;
* When the child is sleeping and their learning need drop below 90%, wake them up so that they can bring it up to 100% before sleeping again.&lt;br /&gt;
* Try not to interrupt the child before their learning need reach 100%, because they won't start learning again for a while.&lt;br /&gt;
* Work watching: children age 3-7 can only do work watching on social tasks, so consider ordering an adult to attempt to recruit a prisoner when a child need to work-watch.&lt;br /&gt;
* Lesson taking: children will not start learning unless there is an awake adult who is capable of teaching. Wake you teacher up when the child need to take lessons.&lt;br /&gt;
* Skydreaming: sometimes you need to draft the child and move them outside for them to start this activity&lt;br /&gt;
&lt;br /&gt;
Older children that join your colony will be comparatively worse off.&lt;br /&gt;
&lt;br /&gt;
===Baby stage===&lt;br /&gt;
As opposed to the proper child stage, the [[baby]] stage, which lasts for 45 days (3/4ths of a year), requires a notably higher amount of colonist labor. Feeding babies takes a surprisingly long time, especially if breastfed.  The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days. On the plus side, feeding and playing with babies can be done by children as young as age 3.&lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to skip the baby stage, at the cost of nutrition and a slight mood penalty to parents. Babies don't learn, so this comes at no cost to a child's development.&lt;br /&gt;
&lt;br /&gt;
=== Vats ===&lt;br /&gt;
{{Main|Growth vat}}&lt;br /&gt;
[[Growth vat]]s can turn children into working machines. It still takes a long time to grow a person - 9 days for the embryo to be born in vat, another 39 days to reach age 13, and then a further 15 days to reach 18 (if desired), for a total of 63 days from embryo to 18 (~ 52.6 days with a pro-vat [[ideoligion]]{{IdeologyIcon}}). In the meantime, the vat consumes a lot of food. Growing an embryo requires a total of 54 [[nutrition]] - 60 simple meals, or 4 colonists of food for 9 days -  while a pregnant mother would consume an extra 30% nutrition for 18 days. Growing the child thereafter requires 2 colonist's of nutrition per day. Unlike with most colonists, you can use undesirable foods like [[human meat]] and [[kibble]] with no penalty.&lt;br /&gt;
&lt;br /&gt;
Vatgrown pawns have 0 passions, barely any skills, and 3 random traits. Despite this, extra bodies can always be useful for tasks like Hauling and Cleaning, or fighting in general. While any [[Events#Wanderer joins|wanderer]] or captured [[raider]] is likely to be better, all three [[storyteller]]s have a population intent. As you have more people, it becomes harder to recruit more colonists. Children ignore this mechanic entirely. Therefore, growing children becomes more viable for larger colonies.&lt;br /&gt;
&lt;br /&gt;
[[Gene]] modding can make vatgrown children much more powerful. For example, the [[Great shooting]] gene provides 8 Shooting skill, added on top of the pawn's &amp;quot;true&amp;quot; skill level, and a passion. If planted immediately after birth, the extra passion will nearly triple the Shooting skill bonuses from the vat. This can provide late-game colonies with a functionally infinite supply of soldiers, ignoring the game's natural population curve, and limited only by food production (and possibly lag). &lt;br /&gt;
&lt;br /&gt;
Note that using vats to speed up the baby stage (0-3) and teen stage (13-18) does not penalize the pawn in any way. Babies don't learn or work, and speeding up this phase comes mostly at the cost of [[mood]]. Speeding up a teen to adulthood removes their work speed and body size penalties, though they could've done work in the meantime. However, teens in growth vats do not apply a mood penalty to their parents, as they are not &amp;quot;kids&amp;quot; anymore. Also note that unlike with [[cryptosleep]], colonists in vats have absolutely no penalty applied to them when they exit the vat. If you need them for an emergency (such as a dangerous incoming raid), they can be removed from the vat at a moment's notice.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced. In Core RimWorld, the minimum human age is 14, where they are treated as adults.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Temporary work restrictions affect growth moment passion choices.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Growth moment flavor text doesn't appear when a pawn becomes a child.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - &amp;quot;My child is happy&amp;quot; and related thoughts now can trigger if a pawn is being carried.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Growth tier gizmo displays incorrect percent value on bar.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Children gain growth points in cryptosleep.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Children can now do Basic work at age 3. Allow children to wear shield belts&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (11-20) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor. Fixed &amp;quot;Tribal Child&amp;quot; not giving Natural meditation focus. Added an option for selecting “no trait” on growth letters some of the time if there are more than two trait choices.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal babies becoming children get [[psyfocus|natural meditation focus]]{{RoyaltyIcon}} at 3.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Round growth points down on UI for clarity. Children now recalculate their life stage immediately when they become an adult instead of waiting for their next growth tick. Fix: Children generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Radiotalking doesn't adhere to child's allowed area.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: If a child goes through a growth moment expecting passion increase choices, but there are no available passions, the UI will lock. Fix: Errors when trying to bring a baby to a mom inside a container to breastfeed. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Exception getting growth points for dead pawn.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Animals|#Children]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Passenger_shuttle&amp;diff=171446</id>
		<title>Passenger shuttle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Passenger_shuttle&amp;diff=171446"/>
		<updated>2025-10-29T15:27:47Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{See also|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;
| destroyyield = {{Icon Small|Steel slag chunk||4}} + {{Icon Small|Steel||50}} + {{Icon Small|Plasteel||50}} + {{Icon Small|Component||3}}&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;
Each passenger shuttle can hold up to 500 kg of items or pawns. For comparison, an adult [[human]] weighs {{Q|Human|Mass - Adult}} kg before equipment. They can be launched up to 62 tiles away. A launch takes {{Icon Small|Chemfuel||3}} chemfuel per tile with a minimum of {{Icon Small|Chemfuel||50}} [[chemfuel]] for flights of 16 tiles or less. 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;
After landing the shuttle requires a {{Ticks|3750}} cooldown before it can be launched again.&lt;br /&gt;
&lt;br /&gt;
Launching a shuttle requires a 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 cannot be launched with a roof built above them.&lt;br /&gt;
&lt;br /&gt;
A shuttle can't be carried around as an item, with one exception: [[Farskip]] 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;
== 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 pod]]s===&lt;br /&gt;
Shuttles are reusable, carry 500kg of weight instead of 150kg per pod, and are capable of making round trips. Shuttles have 4 less maximum range for a single trip when compared to a transport pod, and are only available after researching multi-analyzer. Shuttles also require a [[shuttle engine]] to craft, although with the [[Royalty DLC]] enabled every crashed empire shuttle is potentially a free shuttle engine.&lt;br /&gt;
&lt;br /&gt;
Shuttles have a minimum chemfuel consumption of 50 per hop, and are less chemfuel efficient than transport pods for the same number of tiles traveled. That said, time spent refining chemfuel is time not spent tying up a fabrication bench making components, so for many players the decrease in chemfuel efficiency is a small price to pay.&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>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fleshmass_heart&amp;diff=171445</id>
		<title>Fleshmass heart</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshmass_heart&amp;diff=171445"/>
		<updated>2025-10-29T13:32:49Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main|&amp;lt;!-- Infobox category? --&amp;gt;&lt;br /&gt;
| name = Fleshmass heart &lt;br /&gt;
| image = Fleshmass heart.png&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
|}}&lt;br /&gt;
The '''fleshmass heart''' is a structure, entity, and event added by the Anomaly DLC.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
When the &amp;quot;Something From Below&amp;quot; event triggers, a random 2x2 area will begin to shift and crack apart. Two in-game hours later, a fleshmass heart will emerge at this location. This cannot occur until after you've attuned the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=What happens if you wall it in? Clarify what is meant by &amp;quot;accumulates biomass&amp;quot;. Describe creation rate and behaviour of roaming fleshbeasts. Can grow through doors, chunks, spots,  power conduit,  can't grow through walls,  fences, barricades,  or graves&lt;br /&gt;
 could use some subheadings}}&lt;br /&gt;
The fleshmass heart is a large immobile entity which attempts to overwhelm your base with its unnatural growth. Immediately after erupting from the ground, the heart will begin spreading fleshmass around itself, as well as spawning a pack of fleshbeasts for defense. Over time, it will continue to grow and periodically release more fleshbeasts. While these fleshbeast packs may be easy enough to fight off, this is not a threat that can be survived passively; the fleshmass heart will engulf large sections of the map in a matter of days if not violently pruned back. This growth spreads unevenly as the fleshmass sends out tendrils of flesh in random directions, then fattens these tendrils until they merge before repeating the process. Growth occurs in spurts, with the heart resting to gather biomass before aggressively spreading anew. The time between these phases seems random, but you can expect multiple growth spurts each day.&lt;br /&gt;
&lt;br /&gt;
The only way to stop this entity's growth is to destroy the heart itself, but it is immune to all forms of damage, simply regenerating from any attack instantly. This makes it impossible to defeat upon arrival. Instead, you need to wait for it to generate nerve bundle structures within its fleshmass. These green-veined structures drop [[neural lump]]s when destroyed, which can be analyzed to reveal the heart's weakness. After analyzing three lumps, any pawn which is able to reach the heart directly can use the &amp;quot;Trigger Tachycardiac Overload&amp;quot; action to destroy it. One nerve bundle is generated upon the fleshmass heart's arrival, and additional clusters generate at random over the next few days.&lt;br /&gt;
&lt;br /&gt;
Complicating matters, the fleshmass will occasionally respond to the destruction of fleshmass tiles by spawning more fleshbeasts. These can emerge from any tile of fleshmass which borders unclaimed territory. If you allow tendrils to spread near your base, these spawned entities can show up dangerously close to your non-combatants. Additionally, the fleshmass heart will generate spitter structures as well, extreme long-range mortars that vomit acid balls at your pawns every three hours. These attacks ignore walls and roofs, so try to destroy them before they have an opportunity to act. Unfortunately, they can appear anywhere within the fleshmass; a spitter that generates well within the entity's interior is very difficult to defeat without mortar fire of your own. Spitter structures are durable and tend to spawn at the same time as nerve bundles.&lt;br /&gt;
&lt;br /&gt;
The spreading fleshmass can be contained in a variety of ways. Most player-made structures prevent new flesh from growing, with the exception of doors which are destroyed instantly. Pawns that are in the way of new growth are pushed aside and can be trapped if not careful. If fully walled in, a fleshmass heart will grow until it fills the entirety of its confines, preventing it from overtaking the map. However, it will continue to produce fleshbeasts and spitters until properly dealt with.&lt;br /&gt;
&lt;br /&gt;
Upon defeat, the heart will burst and the remaining fleshmass on the map will gradually die off. However, any remaining fleshbeasts will be unaffected. The heart will drop several stacks of [[twisted meat]] and a [[fleshmass nucleus]], which can be captured and suppressed to steadily produce more twisted meat. However, if not suppressed, the nucleus will eventually regenerate into a new fleshmass heart. Alternatively, you can destroy the nucleus for [[shard]]s.&lt;br /&gt;
&lt;br /&gt;
Fleshmass Growth Cycles occur every 12 to 36 hours with an average time of 20 hours. The amount of flesh grown and enemies spawned in a growth cycle depends on [[raid points]] and the status of the Fleshmass Heart. If there are less than 3 Nerve Bundles then another Nerve Bundle is grown in a growth cycle. A maximum of one Nerve Bundle and one Spitter can spawn each growth cycle.&lt;br /&gt;
&lt;br /&gt;
[[Fleshmass spitter]]s can fire every 2 to 3 hours at any unroofed target between 7 and 42 tiles away. &lt;br /&gt;
&lt;br /&gt;
Mini-cycles can occur on average every 2 hours between standard Heart growth cycles. These mini-cycles can spawn fleshbeasts and fleshmass walls.&lt;br /&gt;
&lt;br /&gt;
The fleshmass can grow over the [[anima tree]], destroying it. Uniquely, the tree will not trigger an anima scream when destroyed in this manner. A new tree will appear later as normal.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Combat tips ===&lt;br /&gt;
Since the spreading fleshmass can´t grow through walls, to limit its spread it is crucial to contain the fleshmass in an early stage. &lt;br /&gt;
Wooden walls can be a good choice for containment, since they can be built much faster than stone walls. Also you can use wood chopped right next to the combat zone to speed up the process. &lt;br /&gt;
Psycasters with the [[Wallraise]] ability can help you create a fast but temporary containment zone. Graves are considered walls by the fleshmass as well, and can be dug quickly for no cost.&lt;br /&gt;
&lt;br /&gt;
Try to destroy as little of the fleshmass as possible to reduce the chance of fleshbeasts spawning. &lt;br /&gt;
There is no need to try to cleanse every piece of flesh before the heart is defeated! &lt;br /&gt;
&lt;br /&gt;
Also there is no need to battle the heart if there are no nerve bundles or spitters left. So withdraw your combatants and let them rest while you wait for the next spawn.&lt;br /&gt;
&lt;br /&gt;
Fleshbeasts and spitters that get submerged by the fleshmass will get relocated to a free area nearby. Those areas can also be on the other side of your containment walls. Those enemies should be cleared as they can attack not only your pawns but also the containment walls from the other side and might free the fleshmass again.&lt;br /&gt;
Make sure to rescue fallen combatants as well as their valuables as those can get pushed of the map by the growing fleshmass if the loot is too close to the maps borders. &lt;br /&gt;
&lt;br /&gt;
When a new nerve has spawned, open one of the walls and try to make your way with as less damage as possible to the fleshmass. Also be cautios of enemies trapped inside the flesh as they might get pushed right next to your combatants when the fleshwall fully submerged them.&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
After being defeated, the fleshmass heart can be relocated to a more accessible and prepared location, allowing the player to farm it for resources. &lt;br /&gt;
&lt;br /&gt;
The heart itself should surrounded by passable buildings that block fleshmass growth - [[grave]]s are the ideal choice as they are effectively indestructible outside of direct player action. This places a hard limit on the flesh mass expansion for maximum safety. If the ground does not support graves, barricades are a good substitute. This containment area should be fully walled in except for a single entrance, multi-layered walls are preferable.&lt;br /&gt;
&lt;br /&gt;
Having an active fleshmass heart can cause some problems if friendlies from another faction arrive, as they will actively target live fleshbeasts, unless the containment area is completely walled in, and the line of sight blocking will also help prevent spawned fleshbeasts from causing interruptions at inopportune times.&lt;br /&gt;
&lt;br /&gt;
The area that is allowed to be covered in fleshmass should be about 3 tiles wide, so that spitters and nerve bundles can be destroyed without having to go through layers of fleshmass, but long enough for the player to be able to destroy fleshmass in sufficient amounts to trigger fleshbeast spawns.&lt;br /&gt;
&lt;br /&gt;
A contained fleshmass heart can produce fleshbeasts indefinitely and in a controlled manner. This grants the player some potential benefits:&lt;br /&gt;
&lt;br /&gt;
* Wounded fleshbeasts can be captured for anomaly research, [[Electroharvester|electricity]] and [[Bioferrite harvester|bioferrite harvesting]]&lt;br /&gt;
* Dead fleshbeasts serve as an infinite source of [[twisted meat]] for feeding [[ghoul]]s and carnivorous animals directly. Twisted meat can also be used to produce [[kibble]] and [[nutrient paste]] to feed a larger variety of other animals, or to feed prisoners if you intend to cause [[crisis of belief]] mental breaks&lt;br /&gt;
* Twisted meat can be used to [[Biofuel refinery|produce]] [[chemfuel]]&lt;br /&gt;
* Fleshbeasts can serve as an average-threat target practice to train combat skills of your colonists and ghouls&lt;br /&gt;
* Twisted meat is used in some anomaly-related crafting recipes like [[serums]]&lt;br /&gt;
* Dead fleshbeasts can be fed to [[harbinger tree]]s to grow them&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/1.5.4241&amp;diff=155517</id>
		<title>Version/1.5.4241</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/1.5.4241&amp;diff=155517"/>
		<updated>2024-11-13T10:34:25Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: Created page with &amp;quot;{{Version Nav}}  == Official Announcement&amp;lt;ref&amp;gt;Ludeon Blog post [https://ludeon.com/blog/2024/10/rimworlds-birthday-and-community-event/ RimWorld’s birthday and community eve...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version Nav}}&lt;br /&gt;
&lt;br /&gt;
== Official Announcement&amp;lt;ref&amp;gt;Ludeon Blog post [https://ludeon.com/blog/2024/10/rimworlds-birthday-and-community-event/ RimWorld’s birthday and community event!]&amp;lt;/ref&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
==='''Changelog'''===&lt;br /&gt;
&lt;br /&gt;
* Improve performance of “need warm clothes” alert with large numbers of clothes in stockpile.&lt;br /&gt;
* Moved “CausedBy” translation key to core.&lt;br /&gt;
* Insect jelly will now be deprioritized when selecting caravan food.&lt;br /&gt;
* Disable room space need thoughts when asleep.&lt;br /&gt;
* Smoke launchers, incinerators, and gunlinks no longer have qualities.&lt;br /&gt;
* Re-flavor royal titles.&lt;br /&gt;
* Allow timbershrooms to grow on polluted ground.&lt;br /&gt;
* Allow prisoners to be downed for prisoner sacrifice and execution rituals.&lt;br /&gt;
* Updated creative rewards content.&lt;br /&gt;
* Updated translations.&lt;br /&gt;
&lt;br /&gt;
==='''Fixes'''===&lt;br /&gt;
&lt;br /&gt;
* Fix: Dev palette cached incidents being skipped if target is the wrong type.&lt;br /&gt;
* Fix: Hard-coded formatting on injury label in brackets for body part sources.&lt;br /&gt;
* Fix: Copying colonist ScenParts with configurable lists edits in-place instead of copying data over.&lt;br /&gt;
* Fix: Wall torch has inconsistent max fuel compared to other similar buildings.&lt;br /&gt;
* Fix: Brain isn’t properly destroyed by execution cutting on deathless pawns.&lt;br /&gt;
* Fix: Electroharvester has flipped graphics.&lt;br /&gt;
* Fix: Pawns without reading policies producing error when prisoners have joy need via mods.&lt;br /&gt;
* Fix: Randomly scattered things don’t retain quality from scenario config.&lt;br /&gt;
* Fix: Shamblers not able to walk through open doors in some circumstances.&lt;br /&gt;
* Fix: Coagulate can be used on pawn with no tendable hediffs.&lt;br /&gt;
* Fix: Hunting work site generation can cause errors with modded games if leatherDef is null.&lt;br /&gt;
* Fix: Global learning speed factors do not appear on skill tooltip.&lt;br /&gt;
* Fix: Missing eyepatch drawn over blindfolds.&lt;br /&gt;
* Fix: Some anomaly debug actions visible without anomaly active.&lt;br /&gt;
* Fix: Breastfeeding moms dropping babies if no bed.&lt;br /&gt;
* Fix: Healer Mech Serum prioritizes sterilized over mental ailments.&lt;br /&gt;
* Fix: Having bloodfeeding and cannibalism memes sometimes generates an ideoligion with no positive cannibalism precept.&lt;br /&gt;
* Fix: Misconfigured distRange on SubcoreEncoder_Working sound.&lt;br /&gt;
* Fix: Exception ticking mothballed world pawn.&lt;br /&gt;
* Fix: Room size space calculations can add cells from outdoor locations.&lt;br /&gt;
* Fix: Error if simulate killing unspawned pawn with a shield.&lt;br /&gt;
* Fix: Deconstructing firefoam popper with auto rebuild on places a blueprint on deconstruct.&lt;br /&gt;
* Fix: Ascetic pawns judge others for their appearance, contrary to trait description.&lt;br /&gt;
* Fix: Deadlife shamblers appearing on schedule.&lt;br /&gt;
* Fix: Ideology buildings not respecting interaction spot overlap.&lt;br /&gt;
* Fix: Anima Tree artificial structure radius inconsistencies.&lt;br /&gt;
* Fix: Incorrect wealth calculation on buildings with def-defined base market value&lt;br /&gt;
* Fix: Sanguaphage meeting quest not completing if join offer is postponed.&lt;br /&gt;
* Fix: Error in inspect string when saving game directly after a pawn has used a verb.&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=UPC&amp;diff=155392</id>
		<title>UPC</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=UPC&amp;diff=155392"/>
		<updated>2024-11-11T17:51:15Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: Redirected page to Unstable power cell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Unstable power cell]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=155203</id>
		<title>Corrupted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=155203"/>
		<updated>2024-11-07T00:34:32Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Corrupted obelisk&lt;br /&gt;
| image = Corrupted obelisk.png&lt;br /&gt;
| description = A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;br /&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;br /&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| hp = 3000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| meditation psyfocus bonus = 0.24&lt;br /&gt;
| focus type = Void&lt;br /&gt;
&amp;lt;!-- Activity --&amp;gt;&lt;br /&gt;
| starting range = 0.2~0.4&lt;br /&gt;
| change per day base = 0.2&lt;br /&gt;
| change per damage = 0.001&lt;br /&gt;
| warning = 0.9&lt;br /&gt;
| activity worker class = ObeliskActivityWorker&lt;br /&gt;
| activity research factor curve = (0, 0.5), (0.5, 1), (0.99, 2)&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
| can be activity deactivated = true&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| paintable = false&lt;br /&gt;
| deconstructible = false&lt;br /&gt;
| claimable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Shard|24|1}}&lt;br /&gt;
| cover = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WarpedObelisk_Duplicator&lt;br /&gt;
| label = corrupted obelisk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Corrupted obelisk''' is one of three [[Obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to clone your colonists.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=Detail as to when they can spawn as a major threat, what that means etc. Ensure parity between this page and all three [[obelisk]] page - consider templatization if necessary}}&lt;br /&gt;
The corrupted obelisk can spawn in the map as a Major Threat.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Like all Obelisks, the Corrupted Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. While being studied or suppressed, there is a chance the Obelisk triggers a cloning event. The chance of this event occurring is on average, once every 24 hours of either suppression or study. &lt;br /&gt;
&lt;br /&gt;
There are 4 possible occurrences and one is selected randomly when the obelisk is triggered: &lt;br /&gt;
&lt;br /&gt;
* '''Hostile Duplicate:''' The duplicate is hostile and will immediately attack. The stronger your colonist the stronger your foe. Can be captured and recruited!&lt;br /&gt;
&lt;br /&gt;
* Cloned colonist with '''Multiple Organ Decay:''' Several of the duplicate's vital organs have &amp;quot;Organ decay&amp;quot;, which causes increasing pain and reduced efficiency and will eventually kill the pawn. Known cure: Replace the decaying organs.&lt;br /&gt;
&lt;br /&gt;
* Cloned colonist with '''Duplication Sickness:''' Both the original and the duplicate suffer from lowered consciousness, gets worse over the course of a few days, with the final stage being max 10% consciousness while both are alive. Known cures: Terminate one of the two, Unnatural Healing from creepjoiners and Healer Mech Serum.&lt;br /&gt;
&lt;br /&gt;
* Cloned colonist with '''Crumbling Mind:''' The duplicate will begin losing all their skills and have a locked consciousness of 60%, After 2-3 days the condition becomes permanent and incurable. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. Known cures for Crumbling Mind: [[healer mech serum]]; Unnatural Healing from creepjoiners; killing them, removing their skull, and reviving with [[resurrector mech serum]] or death refusal. The bioregeneration cycle from biosculpting pods is ''not'' a cure; however, pawns can be placed in [[cryptosleep casket]]s to prevent the crumbling mind from progressing until a cure can be found. Once the condition progresses to Crumbled Mind, it cannot be cured.&lt;br /&gt;
&lt;br /&gt;
The duplicated colonist will have identical mood thoughts, [[Ideoligion]]{{IdeologyIcon}}, injuries, and any ongoing illnesses or drug effects (including [[pregnancy]]{{BiotechIcon}}), but will have no equipment and no artificial body parts except for psylinks and fleshmass organs. Any artificial body parts will be replaced with the healthy, natural form, including all subparts that may be removed by the artificial part (e.g. a [[prosthetic arm]] will be replaced with an organic arm, including the hand and fingers). &lt;br /&gt;
&lt;br /&gt;
Notably, no social opinions are copied to the duplicate, not even familial relationships. There is also no special relationship between the original and duplicate.&lt;br /&gt;
&lt;br /&gt;
If the Activity Level of the Corrupted Obelisk reaches 100% it will explode, dropping a [[Shard]] and causing hostile duplicates to spawn all around your colonists. These duplicates will spawn with the same traits, backstories, skills, and health conditions of your own colonists, but without any gear or bionics. Duplicate spawn randomly in proximity to any colonist. This process will not duplicate children unless child raiders are enabled in storyteller settings, in which case a minimum age of 10 still applies.&lt;br /&gt;
&lt;br /&gt;
The amount of duplicates that spawn is based on raid points. The obelisk has a budget equal to 0.6 times the colony's total raid points. The cost of each duplicate is calculated as follows from the colony's total raid points (without the 0.6 multiplier).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Raid points || Cost of each duplicate&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Raid points (100's) |yAxisTitle=Unit cost|type=line|x= 0, 5, 10, 50, 100 |y1=50, 50, 100, 200, 200}} || style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,000 || style=&amp;quot;text-align:right&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10,000 || style=&amp;quot;text-align:right&amp;quot; | 200&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Raid points || Total duplicates&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 35 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 167 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 500 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1000 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2000 || style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5000 || style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 9667 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After 10 Anomaly research at the obelisk a duplication button will appear (30 day cooldown). After 30 Anomaly research at the obelisk, a deactivation button will appear. The obelisk costs 2 [[Shard]]s to deactivate. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s cannot be duplicated, and will instead show a message to that effect.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With a little luck, the corrupted Obelisks can be used to duplicate your most valuable colonists, especially those who have a [[psylink]]{{RoyaltyIcon}}, as both level and psychic powers are duplicated. Have organs or a prisoner ready in case of Organ Decay, and a [[Psychic shock lance]] or [[Shard shock lance]] if the duplicate pawn starts off hostile to maximize your chance of taking them prisoner. a [[Cryptosleep casket]] can be used to preserve a pawn with Crumbling Mind if you lack a [[Healer mech serum]]. That leaves only cases where the duplicate pawn begins to negatively affect the original as the outcome that prevents you from eventually gaining a pawn. &lt;br /&gt;
&lt;br /&gt;
One way to reliably get a hostile duplicate captured is to do this:&lt;br /&gt;
1. Make the colonist you are duplicating take go juice.&lt;br /&gt;
2. wait 10~ hours until only around 6 hours of go juice is left.&lt;br /&gt;
3. duplicate colonist. &lt;br /&gt;
4. have you pawns punch the duplicate until it reaches more than 10% pain(you probably want a few percent more)&lt;br /&gt;
5. have your colonists run around in circles for a few hours until go-juice expires.&lt;br /&gt;
6. duplicate will be downed, but death on down doesn't apply.&lt;br /&gt;
7. capture duplicate.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use the new Death Refusal ritual to cure Crumbling Mind, Duplication sickness and Organ Decay. Simply put Death Refusal on the new pawn, kill them (destory their brain in case of Crumbling Mind via rip scanner or extract skull) and resurrect them. They will come back healthy.&lt;br /&gt;
&lt;br /&gt;
If you attacked the obelisk, it's activity level will rise. When it reaches full, it will duplicate up to 30 of you colonists depending on raid points, all of them being hostile to you. However this can be abused to mass cloning god pawns by following the method below:&lt;br /&gt;
&lt;br /&gt;
*  Have your god pawn anesthetized&lt;br /&gt;
*  Send all other pawn (except ghouls) on a caravan resting right outside your colony&lt;br /&gt;
*  Have ghoul attack obelisk to trigger the duplication&lt;br /&gt;
*  Since your god pawn is the only pawn on the map, it will be duplicated 30 times&lt;br /&gt;
*  However your god pawn's &amp;quot;anesthetized&amp;quot; status will also be duplicated, meaning all duplicated pawns are harmless&lt;br /&gt;
*  Have your caravan come back and capture all the helpless duplicates&lt;br /&gt;
*  Profit&lt;br /&gt;
&lt;br /&gt;
When duplicated, the effect of &amp;quot;Touching the Void&amp;quot;, psionic abilities, and xenogenes are preserved. Therefore, it may be worth waiting for the full passage of the Anomaly DLC and gaining all psi abilities, before massively duplicating one colonist through anesthesia and bringing activity to 100%. In this way, you can get a lot of incredibly powerful colonists.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=147015</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=147015"/>
		<updated>2024-06-26T21:39:16Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more data}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Entity&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Noctolith is a structure Entity added by the [[Anomaly DLC]]. Several of them will spawn as the focal point of the Unnatural Darkness event.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths will only spawn as part of the Unnatural Darkness anomaly event, which requires a level 2 Monolith.&lt;br /&gt;
&lt;br /&gt;
When the event begins, the map will gradually grow dark no matter the time of day, and all colonists will receive a -5 Unnatural Darkness mood debuff. However, this is only the first phase. Several hours after it reaches the equivalent of nightfall, several Noctoliths will appear at random locations and the map will be rapidly covered in darkness, rendering objects which are not within range of a light source difficult to see. Any pawn that spends time within these dark areas risks being randomly injured by an unspecified claw attack, inflicting sharp damage and bleeding. To be clear, this is not an attack caused by any particular enemy; the pawns are apparently damaged by the darkness itself. Less ambiguous are the multiple [[Noctol]] raids that trigger throughout the event. These entities are significantly stronger if fought in darkness, giving you even more reason to illuminate any area you intend to keep your pawns in.&lt;br /&gt;
&lt;br /&gt;
The Noctoliths that spawn do not take any direct action against you, but the only way to end the darkness early is to destroy them all. Alternatively, if you can endure several days of being sieged, you can simply wait it out.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The Unnatural Darkness event can be an enormous pain if encountered in early game. The random damage dealt to pawns that wander outside lit areas can be significant, and Noctols will periodically raid the players. It is important to note that other events may still occur during this time: for example, there is nothing stopping a Pit Gate from spawning during a Noctol raid, however, the Unnatural Darkness event does protect the colony from the effects of Solar Flares, so although illuminating with fire is advised, it is not mandatory. While it is entirely possible to wait out the event, relying on your food stocks and well-lit fortifications to fend off the Noctols, you increase the chance of disaster if you allow the event to last longer than it needs to. Unnatural darkness can be especially dangerous if you rely on outdoor farming or [[solar generator]]s, neither of which will function without light. [[Sun lamp]]s and [[hydroponics basin]]s can overcome this limitation to farming, but ideally you should have several days' worth of food stocked regardless.&lt;br /&gt;
&lt;br /&gt;
Keeping pawns from wandering is crucial if you want to avoid needless deaths. Consider adjusting work priorities to keep your pawns inside, researching and cleaning rather than going outdoors. They might not enjoy these tasks, but it's far safer. Another option is to assign areas and restrict your pawns to these safe zones. Alternatively, you can attempt to destroy the Noctoliths. This is risky, but can significantly hasten the end of the event and rewards you with [[shard]]s.&lt;br /&gt;
&lt;br /&gt;
Sending out teams of builders to create a path of torches is sufficient to reach a Noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]]{{RoyaltyIcon}} power to quickly create a path. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the Noctolith from a distance. Noctol raids will almost certainly occur while you travel, but a crew of well-armed pawns can easily shoot down single Noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a Noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per Noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. In addition, as the Noctoliths themselves generate several tiles of light, a [[ghoul]] can be sent through moderate stretches of darkness to deal with it in melee. It can regenerate the damage from any hits the darkness delivers, and once it arrives at the Noctolith, it can gradually punch the structure to rubble in relative safety. Alternately, a melee pawn with fast movement speed, the skip psycast, or a jetpack can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a breach axe for the extra building damage.  Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of Noctols.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Noctolith name is likely a combination of the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night, and the word monolith.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=147014</id>
		<title>Pit gate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=147014"/>
		<updated>2024-06-26T21:34:50Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Occurrence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Pit gate&lt;br /&gt;
| image = Pit gate.png&lt;br /&gt;
}}&lt;br /&gt;
The Pit Gate is an Advanced-Level [[Entity]] in the [[Anomaly]] DLC. Upon spawning a countdown will appear giving the player time to prepare for the incoming wave of fleshbeasts. The player may let colonists enter the Pit Gate to defeat the source of the Pit Gate.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
With at least a level 2 Monolith, a Pit gate is a possible outcome of Void Provocation and can also appear randomly (but no more than once per 45 days) as a major threat.&lt;br /&gt;
&lt;br /&gt;
Encountering the [[dreadmeld]] inside the pit unlocks the Provoke Pit Gate ritual, which can be used to summon more pit gates.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Details about pit gate travel, including interface}}&lt;br /&gt;
The pit gate initially appears as an &amp;quot;underground emergence&amp;quot;. After {{Ticks/gametime|5000}} to {{Ticks/gametime|20000}}, the emergence will open up into a pit gate, and several [[fleshbeast]]s will emerge to attack your colony.&lt;br /&gt;
&lt;br /&gt;
After the fleshbeasts have been dealt with, it is possible to use the pit gate to travel to the [[undercave]], a pocket map located underground, and infested with [[fleshmass]]. In order to remove the pit gate, you must send in a group of colonists to navigate the caverns, then destroy the [[dreadmeld]] that resides within.&lt;br /&gt;
&lt;br /&gt;
Once the dreadmeld is killed, the undercave will collapse after 10 hours. Once the undercave collapses, the pit gate will be destroyed.&lt;br /&gt;
&lt;br /&gt;
As long as the pit gate is present on the map, it will periodically spawn more waves of fleshbeasts. You will be warned of these attacks a few hours in advance, though unlike with the pit gate's emergence, you will not see a timer.&lt;br /&gt;
&lt;br /&gt;
There does not appear to be any negative effects for leaving [[pollution]]{{BiotechIcon}} or [[toxic wastepack]]s{{BiotechIcon}} in the pit gate's undercave, even after it has collapsed.{{Check Tag|Smog?|Does pit gate pollution contribute to toxic smog and acid rain?}} Since Fleshbeasts are not immune to toxic buildup, dumping wastepacks inside and setting them on fire is an easy way to deal with the pit.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
You can use the cavern as a home by carrying resources into it. Raids will only attack the upper map,  making it a safe underground shelter. Just ensure to wall off or otherwise leave alone the large flesh beasts in the cave. &lt;br /&gt;
&lt;br /&gt;
If you wish to destroy the cave,  this is easy as well. You can fill it with toxic waste to poison the monsters within,  or send an expedition to fight the monsters inside.  Ghouls are quite well suited to long stays in the cave, but several are needed or will be overwhelmed. &lt;br /&gt;
&lt;br /&gt;
Beware the pit rumbles as beasts will fly out and attack. If the pit combines with a flesh heart event, walls of flesh will surround the pit holding the beasts that emerge in place,  collecting potentially hundreds or even thousands of monsters that will be released when the flesh heart dies. Therefore beware of complications from the pit interacting with other events. Another challenging example would be fighting raids from the Pitt in the darkness event. On the other hand,  flesh beasts will come from the pit periodically,  forever, and aren't usually too challenging to deal with,  but are hostile to a variety of enemies,  most helpfully the mechanoids. If you have a situation where a large number of fleshbeasts have become held in place outside the pit, toxic fallout or artillery mortars will assist if this situation transpires on your map. Alternatively, you may exploit this event as the story teller will believe you are in a permanent raid,  reducing the amount of raids it sends you. Note that hundreds or thousands of flesh beasts will slow down the game.&lt;br /&gt;
&lt;br /&gt;
It is recommended to plan a long term strategy in advance when deciding what to do with the pit, whether that is making a vault inside, destroying its inhabitants to close it,  using it as a source of flesh beasts.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
[[Category: Anomaly]]&lt;br /&gt;
CATEGORIES HERE&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=147013</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=147013"/>
		<updated>2024-06-26T21:24:20Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Distress signal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New colonists&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], and [[#Biotech]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time is not listed in the quest description. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly{{Check Tag|Fact Check needed|What are the specific chances for each result?}}, influenced by the [[Negotiation Ability]]{{Check Tag|Fact Check needed|How does this ability impact the results?}} of the best pawn you set into the caravan.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 50-75, faction leaves a gift of silver.&lt;br /&gt;
**'''Success''' - Goodwill increases by 25-75.&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-50.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 25-75, ''immediate attack'' on caravan party.&lt;br /&gt;
Peace talks will train the negotiator's Social skill. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s or [[transport pod]]s to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest generally appears after 8-11 days from colony start, but can appear later on or never generate. This quest won't appear if you have under 3 colonists, if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, a [[shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like Berserk Pulse, Farskip, or Neuroquake.&lt;br /&gt;
&lt;br /&gt;
===The Deserter===&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest generally appears after 26-29 days of the colony start, but can appear later on or never generate. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]].&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire in ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
===Betrayal offer===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
==Build Monument==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific mounument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
===Title Inheritance===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
*A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
*You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}}&lt;br /&gt;
*Soldier names like &amp;quot;janissary&amp;quot; or &amp;quot;cataphract&amp;quot; correspond to their respective [[Raider#Humanlike|raider]] types. A [[Raider#Empire|janissary]] will be wearing [[marine armor]] and come with a high-tech weapon, for instance.&lt;br /&gt;
&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. This shuttle can be deconstructed for {{icon small|plasteel}} 35, {{icon small|steel}} 20, and {{icon small|component}} 5, regardless of the outcome.&lt;br /&gt;
*Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
*The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
*{{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
**Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
*The empire's weapons are all [[biocoded]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
*Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
*If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
*Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_Ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Ritual Quality&lt;br /&gt;
!0%&lt;br /&gt;
!30%&lt;br /&gt;
!60%&lt;br /&gt;
!90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
==Ancient Complex==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby a [[shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The enemies may be dormant, waking upon entry or when crates or other special objects in the room are tampered with.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
The rooms often contain one or more [[ancient unstable fuel node]]s that explode and start large fires after a random delay once triggered.{{Check Tag|How?|Some seem to trigger as soon as you enter the room, others when you wake enemies, or open crates. Same possible triggers as dormant enemies, above?}}&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate|Hermetic crates]] (contain any item, including [[techprint]]s), [[Security crate|Security crates]] (contain equipment), [[Ancient enemy terminal|Ancient enemy terminals]] (call enemy faction) and [[Ancient comms console|Ancient comms consoles]] (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison breaks]] and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. ''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Quests#Ancient_Complex|Ancient Complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechinator. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[ancient transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient Complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the crashed colony.  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle lands. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is the [[downed]] sanguophage, assuming their brain isn't destroyed. You can force a downed sanguophage to give a gene implantation. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]].&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an ideoligion with &amp;quot;Cannibal&amp;quot; as their main meme will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* A [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]], [[Toughspike]], and [[Trispike]]. Members of the calling faction are usually dead, but may be alive.{{Check Tag|Chance unknown.}}&lt;br /&gt;
The map will be covered in fleshmass, with fleshsacks and fleshbulbs as well.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 4 distinct ways to see the credits screen:&lt;br /&gt;
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
*Activating the [[Void_monolith|Void Monolith]] and either accepting or destroying it {{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
*Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
*Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
==Royal Ascent==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then a [[shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=147012</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=147012"/>
		<updated>2024-06-26T21:21:36Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Mysterious cargo */&lt;/p&gt;
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{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New colonists&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], and [[#Biotech]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time is not listed in the quest description. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly{{Check Tag|Fact Check needed|What are the specific chances for each result?}}, influenced by the [[Negotiation Ability]]{{Check Tag|Fact Check needed|How does this ability impact the results?}} of the best pawn you set into the caravan.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 50-75, faction leaves a gift of silver.&lt;br /&gt;
**'''Success''' - Goodwill increases by 25-75.&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-50.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 25-75, ''immediate attack'' on caravan party.&lt;br /&gt;
Peace talks will train the negotiator's Social skill. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s or [[transport pod]]s to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest generally appears after 8-11 days from colony start, but can appear later on or never generate. This quest won't appear if you have under 3 colonists, if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, a [[shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like Berserk Pulse, Farskip, or Neuroquake.&lt;br /&gt;
&lt;br /&gt;
===The Deserter===&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest generally appears after 26-29 days of the colony start, but can appear later on or never generate. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]].&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire in ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
===Betrayal offer===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
==Build Monument==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific mounument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
===Title Inheritance===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
*A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
*You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}}&lt;br /&gt;
*Soldier names like &amp;quot;janissary&amp;quot; or &amp;quot;cataphract&amp;quot; correspond to their respective [[Raider#Humanlike|raider]] types. A [[Raider#Empire|janissary]] will be wearing [[marine armor]] and come with a high-tech weapon, for instance.&lt;br /&gt;
&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. This shuttle can be deconstructed for {{icon small|plasteel}} 35, {{icon small|steel}} 20, and {{icon small|component}} 5, regardless of the outcome.&lt;br /&gt;
*Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
*The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
*{{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
**Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
*The empire's weapons are all [[biocoded]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
*Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
*If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
*Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_Ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Ritual Quality&lt;br /&gt;
!0%&lt;br /&gt;
!30%&lt;br /&gt;
!60%&lt;br /&gt;
!90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
==Ancient Complex==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby a [[shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The enemies may be dormant, waking upon entry or when crates or other special objects in the room are tampered with.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
The rooms often contain one or more [[ancient unstable fuel node]]s that explode and start large fires after a random delay once triggered.{{Check Tag|How?|Some seem to trigger as soon as you enter the room, others when you wake enemies, or open crates. Same possible triggers as dormant enemies, above?}}&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate|Hermetic crates]] (contain any item, including [[techprint]]s), [[Security crate|Security crates]] (contain equipment), [[Ancient enemy terminal|Ancient enemy terminals]] (call enemy faction) and [[Ancient comms console|Ancient comms consoles]] (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison breaks]] and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. ''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Quests#Ancient_Complex|Ancient Complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechinator. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[ancient transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient Complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the crashed colony.  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle lands. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is the [[downed]] sanguophage, assuming their brain isn't destroyed. You can force a downed sanguophage to give a gene implantation. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]].&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an ideoligion with &amp;quot;Cannibal&amp;quot; as their main meme will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* A [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]], [[Toughspike]], and [[Trispike]]. Members of the calling faction are usually dead, but may be alive.{{Check Tag|Chance unknown.}}&lt;br /&gt;
The map will be covered in fleshmass, with fleshsacks and fleshbulbs as well.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 4 distinct ways to see the credits screen:&lt;br /&gt;
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
*Activating the [[Void_monolith|Void Monolith]] and either accepting or destroying it {{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
*Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
*Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
==Royal Ascent==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then a [[shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=147011</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=147011"/>
		<updated>2024-06-26T21:20:32Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Mysterious cargo */&lt;/p&gt;
&lt;hr /&gt;
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{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New colonists&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], and [[#Biotech]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time is not listed in the quest description. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly{{Check Tag|Fact Check needed|What are the specific chances for each result?}}, influenced by the [[Negotiation Ability]]{{Check Tag|Fact Check needed|How does this ability impact the results?}} of the best pawn you set into the caravan.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 50-75, faction leaves a gift of silver.&lt;br /&gt;
**'''Success''' - Goodwill increases by 25-75.&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-50.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 25-75, ''immediate attack'' on caravan party.&lt;br /&gt;
Peace talks will train the negotiator's Social skill. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s or [[transport pod]]s to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest generally appears after 8-11 days from colony start, but can appear later on or never generate. This quest won't appear if you have under 3 colonists, if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, a [[shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like Berserk Pulse, Farskip, or Neuroquake.&lt;br /&gt;
&lt;br /&gt;
===The Deserter===&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest generally appears after 26-29 days of the colony start, but can appear later on or never generate. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]].&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire in ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
===Betrayal offer===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
==Build Monument==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific mounument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
===Title Inheritance===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
*A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
*You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}}&lt;br /&gt;
*Soldier names like &amp;quot;janissary&amp;quot; or &amp;quot;cataphract&amp;quot; correspond to their respective [[Raider#Humanlike|raider]] types. A [[Raider#Empire|janissary]] will be wearing [[marine armor]] and come with a high-tech weapon, for instance.&lt;br /&gt;
&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. This shuttle can be deconstructed for {{icon small|plasteel}} 35, {{icon small|steel}} 20, and {{icon small|component}} 5, regardless of the outcome.&lt;br /&gt;
*Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
*The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
*{{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
**Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
*The empire's weapons are all [[biocoded]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
*Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
*If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
*Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_Ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Ritual Quality&lt;br /&gt;
!0%&lt;br /&gt;
!30%&lt;br /&gt;
!60%&lt;br /&gt;
!90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
==Ancient Complex==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby a [[shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The enemies may be dormant, waking upon entry or when crates or other special objects in the room are tampered with.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
The rooms often contain one or more [[ancient unstable fuel node]]s that explode and start large fires after a random delay once triggered.{{Check Tag|How?|Some seem to trigger as soon as you enter the room, others when you wake enemies, or open crates. Same possible triggers as dormant enemies, above?}}&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate|Hermetic crates]] (contain any item, including [[techprint]]s), [[Security crate|Security crates]] (contain equipment), [[Ancient enemy terminal|Ancient enemy terminals]] (call enemy faction) and [[Ancient comms console|Ancient comms consoles]] (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison breaks]] and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. ''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Quests#Ancient_Complex|Ancient Complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechinator. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[ancient transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient Complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the crashed colony.  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle lands. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is the [[downed]] sanguophage, assuming their brain isn't destroyed. You can force a downed sanguophage to give a gene implantation. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]].&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an ideoligion with &amp;quot;Cannibal&amp;quot; as their main meme will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* A [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]], [[Toughspike]], and [[Trispike]]. Members of the calling faction are usually dead, but may be alive.{{Check Tag|Chance unknown.}}&lt;br /&gt;
The map will be covered in fleshmass, with fleshsacks and fleshbulbs as well.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 4 distinct ways to see the credits screen:&lt;br /&gt;
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
*Activating the [[Void_monolith|Void Monolith]] and either accepting or destroying it {{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
*Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
*Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
==Royal Ascent==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then a [[shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=147010</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=147010"/>
		<updated>2024-06-26T21:12:17Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Occurrence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General but also infobox and categories}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image = Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| filth rate = &lt;br /&gt;
| predator = &lt;br /&gt;
| combatPower = &lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 12&lt;br /&gt;
| hungerrate = &lt;br /&gt;
| diet = none&lt;br /&gt;
| leathername = &lt;br /&gt;
| meatname = &lt;br /&gt;
| basemeatamount = &lt;br /&gt;
| baseleatheramount = &lt;br /&gt;
| wildness = &lt;br /&gt;
| manhuntertame = &lt;br /&gt;
| manhunter = &lt;br /&gt;
| trainable = None&lt;br /&gt;
| mateMtb = &lt;br /&gt;
| gestation = &lt;br /&gt;
| offspring = &lt;br /&gt;
| lifespan = 1000&lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
| attack1dmg = 3&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2 &lt;br /&gt;
| page verified for version = &lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Revenants may spawn as an Entity event when a colony has at least four [[colonist]]s and the Monolith is at at least level 1. Be warned: temporary pawns '''do''' count towards the total. It will not spawn until this threshold is reached, even if all other advanced entities are already discovered and [[Void provocation]] is performed. A known entity will be summoned instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one can acquire a [[revenant spine]] from a Mysterious Cargo [[quest]] as a piece of cargo. The revenant will reform after some time, or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the Revenant's codex entry. This quest does not respect the population requirement, but having fewer colonists seems to make it rarer.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=geneal -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away?}}&lt;br /&gt;
The Revenant is an advanced [[entity]] hunting for colonists to hypnotize. It can also target prisoners, though it in unclear if it only does this when no valid colonist targets remain.{{Check Tag|Detail}}&lt;br /&gt;
&lt;br /&gt;
Pawns that have been caught by a Revenant will be plagued by a condition called [[revenant hypnosis]], which caps [[consciousness]] at 10%, leaving them [[downed]] indefinitely. After successfully hypnotizing a victim, the Revenant will flee and hide to hibernate, just to return eventually to find another victim. The revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed.{{Check Tag|Only?|Wb HMS, unnatural healing etc?}} It is not limited only to the player's pawns, but is also capable of hypnotizing, prisoners, visiting guests and traders.&lt;br /&gt;
&lt;br /&gt;
Can be revealed by:&lt;br /&gt;
* Any damage, including by missed shots happening to hit the revenant.&lt;br /&gt;
* Fire damage.&lt;br /&gt;
* [[EMP]] damage.&lt;br /&gt;
* Disruptor flares {{Check Tag|Detail needed}}&lt;br /&gt;
* The [[waterskip]] and [[vertigo pulse]] psycasts.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will dissolve and be replaced with  a [[revenant spine]], which will unlock the [[Revenant invisibility]] dark research project. It will also stain the ground around it with an oily looking black stain [[filth]]. The spine can be hauled like an item, carried to a [[holding platform]] to reform and resurrect the revenant, or can be crushed to kill the revenant permanently, which will yield a [[shard]]. Note that a spine will eventually reform into revenant if not destroyed.&lt;br /&gt;
&lt;br /&gt;
If a revenant is damaged during its attack, it'll drop a [[revenant flesh chunk]]. Only one sample will drop per victim. The chunk can be studied to make it easier to track the revenant. The first chunk studied will provide make the trail of claw marks longer. The second will provide an even longer claw mark trail but also provide a warning letter when a pawn is near the revenant. The third sample provides the longest trail and reveals the revenant if a pawn gets close to it. Each revenant must be studied individually - the study progress and tracking benefits apply only to the revenant they droped from. A revenant that reforms from a spine mutates and is given a new designation and must be researched again.&lt;br /&gt;
&lt;br /&gt;
Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%.&lt;br /&gt;
&lt;br /&gt;
They have a stagger duration factor of 0%, making them immune to stagger.&lt;br /&gt;
&lt;br /&gt;
Note that despite nominally having a melee attack, revenants never uses it{{Check Tag|Verify}} and instead it either uses its hypnotise attack or runs away.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
{{Recode|section=1|reason=}}&lt;br /&gt;
* The revenant yields 4 [[bioferrite]] and 200W per day.&lt;br /&gt;
* Min containment strength 80&lt;br /&gt;
* Base escape interval: MTB 45 days.&lt;br /&gt;
* Studiable 120000&lt;br /&gt;
* Advanced &lt;br /&gt;
* 3 knowledge&lt;br /&gt;
* requires holding platform&lt;br /&gt;
* Requires monolith level 1 for study.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again.&lt;br /&gt;
&lt;br /&gt;
Fleeing or rather moving Revenants leave behind black scratches, which gives the player a chance to track their movement and get a sense of its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Additionally, hidden Revenants can be revealed with disruptor flares, explosives, EMP, or firefoam. Sometimes, damaging the specter will make it drop Revenant flesh which can be studied to better understand the creature, making it easier to find and track it down on the next encounter. The first studied chunk of flesh will cause the Revenant to leave tracks for a greater length of time after cloaking. The second will allow your colonists to hear it when they are nearby, represented by a message appearing at the top of the screen and the pawn gaining an exclamation mark over their head. The third studied chunk will allow your colonists to see through its invisibility, causing it to be revealed when they are close enough.&lt;br /&gt;
&lt;br /&gt;
A [[Proximity detector]] is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area.&lt;br /&gt;
&lt;br /&gt;
Revenants hypnosis can be cured by the [[Unnatural Healing]] ability.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[1.5.4069]] - Revenant flammability reduced, effectively fireproof.&lt;br /&gt;
&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devourer&amp;diff=147009</id>
		<title>Devourer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devourer&amp;diff=147009"/>
		<updated>2024-06-26T21:09:30Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Occurrence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General. Also specificaly combat power value}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Devourer&lt;br /&gt;
| image = Devourer.png&lt;br /&gt;
| description = A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 3.5&lt;br /&gt;
| combatPower = ?&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| armorblunt = 30&lt;br /&gt;
| armorsharp = 50&lt;br /&gt;
| armorheat = 20&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 7.2&lt;br /&gt;
| trainable = None&lt;br /&gt;
| lifespan = 200&lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fin&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fin&lt;br /&gt;
| attack3dmg = 15&lt;br /&gt;
| attack3ap = 20&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2.5&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
}}&lt;br /&gt;
'''Devourers''' are an [[entity]] added in the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Devourers occasionally raid the colony as part of the [[Devourer attack]] event (which only requires a level 1 Monolith to generate), and can also be part of the final raids of the anomaly ending.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Rewrite|reason=Separate swallowing/digestion summary from combat summary|section=1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Devourers are rather unconventional combatants, as they prefer not to attack normally. Instead, they will choose a target, lunge at it{{Check Tag|Range?}}, and instantly swallow it whole. It is possible to avoid being swallowed by using a [[Jump pack]], [[Longjump legs]], or similar ability during the devourer's lunge attack. The devourer will then prioritize a different target upon landing{{Check Tag|verify}}. A devourer cannot swallow any pawn with a body size greater than 3.5. Once the devourer has consumed its target, it will not move so long as it is full, making it vulnerable to retaliation. The swallowed pawn will be digested over time at a rate related to their body size, receiving acid burns. The rate at which a creature is digested is linearly interpolated between three different points - 10 seconds to digest a pawn with a body size of 0.2, 30 seconds for a pawn with a body size of 1, and 60 seconds for a pawn with a body size of 3.5. The devourer is capable of swallowing and digesting [[mechanoid]]s. If a devourer catches fire, is affected by [[Vertigo pulse]]{{RoyaltyIcon}}, is downed, or is killed, it will immediately regurgitate whatever it is swallowing. The devourer's swallowing attack has a cooldown of one hour.&lt;br /&gt;
&lt;br /&gt;
Devourers have a [[psychic sensitivity]] of 200% and a bleed rate factor of 50%. They are immune to [[infection]]s.&lt;br /&gt;
&lt;br /&gt;
Devourers are quite destructive, and will smash up player-owned buildings if they cannot find any pawns to attack.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The devourer yields 4 [[bioferrite]] and 800W per day. Minimum containment strength of 90 - it requires a [[holding platform]]. They have a base escape {{MTB}} of 60 days.&lt;br /&gt;
&lt;br /&gt;
They can be studied for 2 Advanced dark study every {{ticks/gametime|120000}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
When fighting devourers in close range, especially in great numbers, it is practically guaranteed that at least one of your fighters will get swallowed. However, apart from the damage from acid burns, there are no long-term drawbacks to a pawn being swallowed, assuming they are promptly liberated. In fact, full devourers are easier to deal with, as they will not attack or flee while digesting. For these reasons, there are two basic strategies for engaging devourers: Picking them off at range and staying safe, or getting close and taking their punishment.&lt;br /&gt;
&lt;br /&gt;
If you plan on taking the devourers head-on, and there are a large number of devourers attacking, then it would be a good idea to try and split them off while also keeping your fighters close together. This way, fewer fighters end up being swallowed at any given time, and more fighters are available to retaliate against digesting devourers.&lt;br /&gt;
&lt;br /&gt;
Devourers are generally slower than humans, who have a base movement speed of 4.6 tiles/second. This makes [[kiting]] viable, but still dangerous. Care must be taken to stay out of the devourer's lunging range, as they can close the distance instantly. If any fighter ends up being swallowed while several devourers are in combat, you will have to choose whether to leave them for dead or abandon the kiting maneuver and rescue them.&lt;br /&gt;
&lt;br /&gt;
If you have a [[mechanitor]]{{BiotechIcon}} in your colony, a valid strategy would be to inundate the devourers by sending in a wave of labor mechanoids and allowing them to be swallowed, then sending in your actual fighters. [[Scorcher]]s can be highly effective in forcing devourers to regurgitate swallowed pawns or mechs. The high rate of fire of scorchers, as well as their low resource and bandwidth cost, make them cost-efficient counters to the devourer's most dangerous attack. Similarly, pawns armed with [[hellcat rifle]]s or [[incinerator]]s can be used on devourers that are actively digesting. [[Tesseron]]s{{BiotechIcon}} can also be effective at lighting devourers on fire, and have considerably longer range than scorchers. Additionally, the devourer is incapable of swallowing the larger mechs. For example, if you use a [[Diabolus]]{{BiotechIcon}} or a [[War_queen|War Queen]]{{BiotechIcon}} to tank, you can force the devourer to stay in melee combat while other mechanoids or colonists shoot at it. Some medium sized mechs, such as the [[Pikeman]]{{BiotechIcon}} or [[Scyther]]{{BiotechIcon}}, can be swallowed and go through a full digestion cycle without dying, allowing them to be swallowed a second time. If they do go through that cycle and survive, they still take significant damage and are likely to lose a body part.&lt;br /&gt;
&lt;br /&gt;
Similarly, devourers can be countered with attack animals. Spammable animals like dogs are numerous and expendable enough to be used as a distraction, similar to labor mechanoids. Larger animals like elephants work even better; they're too big to be swallowed and are too sturdy for devourers to kill with their feeble melee attacks.&lt;br /&gt;
&lt;br /&gt;
It is also recommended to have at least one colonist behind the main lines with a weapon capable of lighting fires, like an [[Incinerator]] or [[Molotov cocktails]], to force devourers to regurgitate colonists if any are at risk of being digested before your fighters can down it. [[Plasmasword]]s{{RoyaltyIcon}} are an ideal choice for any melee pawns, and colonists with the [[Genes#Fire_spew|Fire spew]] gene will be able to force multiple devourers to regurgitate at once.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
&lt;br /&gt;
Due to their very high health and body size, devourers are very likely to be downed via pain, rather than outright dying to a destroyed body part, and are less likely to bleed out before you can tend to them. This may make them significantly easier to capture than other entities. They also have the highest power yield of all entities and provide advanced research.&lt;br /&gt;
&lt;br /&gt;
However, devourers also have one of the highest containment strength requirements of all entities, behind only the fearsome [[Metalhorror]], and can be extremely dangerous in large numbers. Their bioferrite yield is also fairly middling, being only 1/day higher than the far less dangerous and easier to contain [[Noctol]], which also provides advanced research.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Similar to mech raids, devourers may spawn from ocean and river tiles even if a raid normally would not be able to spawn due to deep ocean water. This can be a nasty surprise for players who prioritized defenses against normal raids coming in from the map edge. {{Check Tag|verify}}.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer east.png|East&lt;br /&gt;
Devourer north.png|North&lt;br /&gt;
Devourer south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Digesting ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer Closed east.png|East&lt;br /&gt;
Devourer Closed north.png|North&lt;br /&gt;
Devourer Closed south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Dessicated ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated Devourer east.png|East&lt;br /&gt;
Dessicated Devourer north.png|North&lt;br /&gt;
Dessicated Devourer south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
== Triva ==&lt;br /&gt;
The Devourer is most likely inspired by Saccopharyngiforms, or more specifically the gulper eel. Just like the devourer, the gulper eel lunges at prey to swallow it whole.&lt;br /&gt;
&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=147008</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=147008"/>
		<updated>2024-06-26T21:08:59Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Occurrence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, but especially the infobox - especially especially the attacks}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = Chimera.png&lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br/&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| filth rate = &lt;br /&gt;
| predator = &lt;br /&gt;
| combatPower = &lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| hungerrate = &lt;br /&gt;
| diet = none&lt;br /&gt;
| leathername = dread leather&lt;br /&gt;
| meatname = twisted meat&lt;br /&gt;
| basemeatamount = 70&lt;br /&gt;
| baseleatheramount = 20&lt;br /&gt;
| wildness = &lt;br /&gt;
| manhuntertame = &lt;br /&gt;
| manhunter = &lt;br /&gt;
| trainable = None&lt;br /&gt;
| mateMtb = &lt;br /&gt;
| gestation = &lt;br /&gt;
| offspring = &lt;br /&gt;
| lifespan = &lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Left claw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 17&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = Left claw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 23.6&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3chancefactor = 0.5 &lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 11&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = Head&lt;br /&gt;
| attack4chancefactor = 0.2 &lt;br /&gt;
| page verified for version = &lt;br /&gt;
| tradeTags = AnimalUncommon, AnimalFighter&lt;br /&gt;
}}&lt;br /&gt;
The '''chimera''' is a bestial and ferocious [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Chimeras only require a level 1 Monolith to spawn.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Chimeras often appear in packs. Cunning predators, they will wait for an opportunity to attack you at your most vulnerable.{{Check Tag|Detail needed|not sure what actually causes them to start attacking or if that's just flavor text.}} They can be dangerous combatants, especially in large numbers.&lt;br /&gt;
&lt;br /&gt;
They bleed at half the rate of normal animals and have 50% [[Toxic Resistance]].&lt;br /&gt;
&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage, gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''Rage Speed:'''&lt;br /&gt;
* [[Pain]]: {{good|×0%}}&lt;br /&gt;
* [[Move Speed]]: {{good|×175%}}&lt;br /&gt;
** This results in a move speed of {{#expr:{{P|Move Speed Base}}*1.75}}{{CS}}&lt;br /&gt;
* [[Stagger]] Time Multiplier: {{good|×0%}}&lt;br /&gt;
&lt;br /&gt;
Colonists who see a Chimera will receive a {{bad|-8}} mood effect for 24 hours. Killing or disposing of the Chimera has no affect on this moodlet.{{Check Tag|Thought Template}}&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to a [[bioferrite generator]], it yields {{Icon small|bioferrite||3.225}} [[bioferrite]] per day.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With its ability to become enraged, and inability to be downed due to pain, it can catch up to ranged pawns frighteningly fast. With much greater movement speed than a default pawn, outpacing it might prove very difficult.  Heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first. It has some of the strongest melee attacks of any single entity, equivalent to a [[Bear]], and can quickly cause a colonist to bleed out by tearing off limbs. Like many entities, it is susceptible to [[fire]], and won't attack while it is putting out the flames.&lt;br /&gt;
&lt;br /&gt;
They are limited to their powerful melee attacks and will eagerly pile up behind a door blocked by melee colonists.  Like manhunter animals, they will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors.  Unlike manhunter packs, they won't sleep and will roam outside player bases indefinitely until they're killed.  Also unlike manhunter packs, chimeras do not count as mentally broken and can be turned against each other with [[psychic insanity lance]]s or berserk [[psycasts]]{{RoyaltyIcon}} - notably, they're affected by the [[Manhunter pulse]] psycast{{RoyaltyIcon}}, which has a very large area of affect and can often turn entire raids of Chimeras against themselves. Chimeras are also hostile to non-entity raiders.  Summoning a mech boss or deliberately failing a draw animals ritual to summon manhunters are both viable ways to eliminate or weaken a pack of chimeras. Another strategy is to attack from afar using [[Mortar|Mortars]] to force them to trigger their rage ability early, so that it will be close to ending or on cooldown by the time they reach the base and susceptible to pain shock.&lt;br /&gt;
&lt;br /&gt;
Capturing chimeras is quite difficult due to their immunity to pain combined with their high speed and durability.  The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss.  When using this strategy, keep in mind that they are extremely fast and may block a doorway before your colonist can close the door.  They are also susceptible to temperature traps, though their thick fur provides ample insulation against the elements in cold biomes.  [[Psychic shock lance]]s are another option, if available.&lt;br /&gt;
&lt;br /&gt;
If raised as a shambler (e.g. by [[Research#Deadlife_dust|deadlife dust]]), Chimera retain their Rage Speed ability.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Image wanted|section=1|reason=desiccated etc}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_A_east.png | Variant A facing east&lt;br /&gt;
File:Chimera_A_north.png| Variant A facing north&lt;br /&gt;
File:Chimera_A_south.png| Variant A facing south&lt;br /&gt;
File:DessicatedChimera_A_east.png | Dessicated variant A facing east&lt;br /&gt;
File:DessicatedChimera_A_north.png| Dessicated variant A facing north&lt;br /&gt;
File:DessicatedChimera_A_south.png| Dessicated variant A facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_B_east.png | Variant B facing east&lt;br /&gt;
File:Chimera_B_north.png| Variant B facing north&lt;br /&gt;
File:Chimera_B_south.png| Variant B facing south&lt;br /&gt;
File:DessicatedChimera_B_east.png | Dessicated variant B facing east&lt;br /&gt;
File:DessicatedChimera_B_north.png| Dessicated variant B facing north&lt;br /&gt;
File:DessicatedChimera_B_south.png| Dessicated variant B facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_C_east.png | Variant C facing east&lt;br /&gt;
File:Chimera_C_north.png| Variant C facing north&lt;br /&gt;
File:Chimera_C_south.png| Variant C facing south&lt;br /&gt;
File:DessicatedChimera_C_east.png | Dessicated variant C facing east&lt;br /&gt;
File:DessicatedChimera_C_north.png| Dessicated variant C facing north&lt;br /&gt;
File:DessicatedChimera_C_south.png| Dessicated variant C facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_D_east.png | Variant D facing east&lt;br /&gt;
File:Chimera_D_north.png| Variant D facing north&lt;br /&gt;
File:Chimera_D_south.png| Variant D facing south&lt;br /&gt;
File:DessicatedChimera_D_east.png | Dessicated variant D facing east&lt;br /&gt;
File:DessicatedChimera_D_north.png| Dessicated variant D facing north&lt;br /&gt;
File:DessicatedChimera_D_south.png| Dessicated variant D facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=147006</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=147006"/>
		<updated>2024-06-26T21:01:11Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Drawbacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}&lt;br /&gt;
Creepjoiners are an exclusive event for the [[Anomaly]] DLC. You can encounter creepjoiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too. &lt;br /&gt;
&lt;br /&gt;
If rejected, they can either depart peacefully or become hostile.&lt;br /&gt;
&lt;br /&gt;
Joiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied if taken prisoner,{{Check Tag|Detail}} as can some of their side effects such as [[entities]].&lt;br /&gt;
&lt;br /&gt;
The [[monolith]] does not need to be active for creepjoiners to appear.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepjoiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker — Has the [[Beautiful]] trait in addition to their other benefit&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer — Usually missing both eyes, which can be replaced with surgery&lt;br /&gt;
* Timeless one — Usually a very young adult&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius - Always has the [[Too smart]] and [[Abrasive]] traits.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[perfect memory]] trait and a high value in all skills. The trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Has a bonus to research &lt;br /&gt;
* Shambler overlord — Has an ability to create create friendly [[shambler]]s&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 20 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]]; or a [[stuff]]able item or building made from steel into [[plasteel]], [[uranium]], [[gold]], or [[bioferrite]].&lt;br /&gt;
* Joybringer — Has the [[Joyous]] trait, which provides a passive {{good|+3}} '''joyous presence''' mood buff to all pawns in your colony anywhere within the same map&lt;br /&gt;
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher — Has an ability that can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|&lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
:''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
:* Replicates the effect of a [[healer mech serum]].{{Check Tag|Verify}}&lt;br /&gt;
:* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
:* Range: Touch&lt;br /&gt;
:* Warmup Time: {{Ticks|270}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|360000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|&lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
:''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn in [[LoS]].&lt;br /&gt;
:* Range: 4.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|60000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
They can come with a downside as well, which occurs after a 3-30 day delay while living with your colony:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart. Capturing and re-recruiting may only delay the desertion again.&lt;br /&gt;
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]] (requires level 2 Monolith).&lt;br /&gt;
* Crumbling mind — The colonist will experience a severe health effect that destroys their brain in a number of days. The crumbling can be healed with a [[healer mech serum]] or by having another joiner use Unnatural Healing.&lt;br /&gt;
* Entity jailbreaker — The colonist will suddenly attempt to free all of your contained [[entities]].&lt;br /&gt;
* Psychic agony — The colonist occasionally emits a psychic pulse, inflicting a large amount of psychic [[pain]] on nearby pawns. The pain is often enough to down your other colonists temporarily, and then lingers for multiple days at lower levels. [[Psychic sensitivity]] applies to this effect.&lt;br /&gt;
* Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and [[lung]]s.&lt;br /&gt;
* Disturbing — The colonist upsets other colonists, giving them a {{bad|-2}} '''[name] rambling''' moodlet when interacting with them, which can stack up to {{--|12}} mood.&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s.&lt;br /&gt;
&lt;br /&gt;
Also they are not able to romance ordinary pawns, but they can romance another creepjoiner, or form relationships to pawns with the [[Genes#Psychic_bonding|psychic bond]] gene (such as Highmates). {{Check Tag|verify|Confirmed for leathery man. Is this relevant for other types of creepjoiners? Can be overridden with psychic bond}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner is planning to become hostile somehow, they can be downed and recruited normally afterward. At this point, they are not planning anything further and become a &amp;quot;normal&amp;quot; colonist.  Players can preempt most hostile plans and still keep the creepjoiner by immediately anesthetizing and arresting them. {{Check Tag|verify|}}&lt;br /&gt;
&lt;br /&gt;
Performing a medical inspection surgery right after recruiting a creepjoiner can sometimes reveal their downside early.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]].&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ceremonial_hood&amp;diff=144312</id>
		<title>Ceremonial hood</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ceremonial_hood&amp;diff=144312"/>
		<updated>2024-04-23T20:42:47Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Ceremonial hood&lt;br /&gt;
| image = Ceremonial hood.png&lt;br /&gt;
| description = A ceremonial mask typically worn by those that worship the void and its ruler.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| hp = 90&lt;br /&gt;
| beauty = 3&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| insulationheatfactor = 0.1&lt;br /&gt;
| insulationcoldfactor = 0.5&lt;br /&gt;
| armorbluntfactor = 0.4&lt;br /&gt;
| armorsharpfactor = 0.4&lt;br /&gt;
| armorheatfactor  = 0.4&lt;br /&gt;
| mass base = 0.1&lt;br /&gt;
| lifestage = Child, Adult&lt;br /&gt;
| coverage = Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| stuff tags = Fabric&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 10&lt;br /&gt;
| research = Bioferrite shaping&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
| tags = HoraxianCeremonial&lt;br /&gt;
| tradeTags = HoraxArmor&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
The '''ceremonial hood''' is an item of [[clothing]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since this is not a stuffable item, it does not grant bioferrite's bonuses to psychic sensitivity and neural heat. Its function is limited to protection and style.&lt;br /&gt;
&lt;br /&gt;
The hood can be set as an ideoligion's preferred apparel, granting a mood bonus while offering respectable protection. In this role, it's strictly better than a [[broadwrap]], granting more armor with a smaller wealth footprint.&lt;br /&gt;
&lt;br /&gt;
Without being favored by an ideoligion, a devilstrand ceremonial hood can still be used as combat armor. It can't realistically protect a pawn's brain from powerful gunshots, but it's much cheaper than power armor helmets that can, and still boasts full-face coverage. Anomaly's highly accessible resurrection ritual can absorb an occasional unlucky hit while the hood reduces most combat injuries.&lt;br /&gt;
&lt;br /&gt;
As an alternative to the hood, the bioferrite could be fashioned into a simple or kid helmet, which lack full-face coverage but have bioferrite's psychic bonuses and an even smaller wealth footprint.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Stub|section=1|reason=Confirm and expand spawning mechanics. See [[Samurai helmet]] fo example}}&lt;br /&gt;
Random style - whisperer mask and ceremonial dreadcap&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Twisted_obelisk&amp;diff=144298</id>
		<title>Twisted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Twisted_obelisk&amp;diff=144298"/>
		<updated>2024-04-23T11:36:31Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Twisted obelisk&lt;br /&gt;
| image = Twisted obelisk.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Twisted obelisk is one of three Obelisks that can appear in the Anomaly DLC. It is able to give your pawns Fleshmass mutations.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The Twisted Obelisk can spawn in the map as a random anomaly event.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Like all Obelisks, the Twisted Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. Even suppressed, there is a chance{{Check Tag|?|What is the % chance? Is it based on the level of suppression?}} that it will give a nearby pawn a fleshmass mutation, causing them to lose blood and have a limb or organ replaced by a fleshmass version. This can also replace missing limbs and organs. After sufficient study, You can deliberately cause this to happen to any of your colonists with a cooldown of 5 days.&lt;br /&gt;
&lt;br /&gt;
Possible Fleshmass mutations include:&lt;br /&gt;
* [[Flesh whip]] (arm): A fleshy, muscled tentacle, with a blade at the end. -1 [[Beauty]], 30 HP&lt;br /&gt;
* [[Flesh tentacle]] (arm): 120% Part Efficiency, -1 [[Beauty]], 27 HP&lt;br /&gt;
* [[Fleshmass lung]] (lung): +6% [[Pain]], +30% Toxic Environment Resistance, Immunity to Lung Rot and Asthma.&lt;br /&gt;
* [[Fleshmass stomach]] (stomach) +8% Pain, 0% Food Poisoning chance Factor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt; &lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Name !! Damage !! DPS !! AP !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Heart|32}}&lt;br /&gt;
! style='text-align: left !important;'| Human Fist&lt;br /&gt;
| {{Q|Human|Attack 1 Damage}}&lt;br /&gt;
| {{Q|Human|Attack 1 DPS}}&lt;br /&gt;
| {{Q|Human|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|{{PAGENAME}}|32}}&lt;br /&gt;
! Flesh Whip&lt;br /&gt;
| 20.5&lt;br /&gt;
| 10.25&lt;br /&gt;
| 18.45%&lt;br /&gt;
| [[Damage Types#Cut|Cut]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is also a random chance during study that the obelisk will turn a nearby tree into a [[Harbinger tree]]. Besides this, there is a small chance of failure to mutate, which will result in 5 day cooldown without any other penalties.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
ANALYSIS TEXT&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideology_Min-Maxing&amp;diff=144291</id>
		<title>Ideology Min-Maxing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideology_Min-Maxing&amp;diff=144291"/>
		<updated>2024-04-23T10:48:22Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Inhuman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Recode|reason=Links to the topics being talked about would make this a lot easier to parse without having to duplicate content - the rows precepts and memes and roles can be linked to directly}}&lt;br /&gt;
This is a guide '''purely about the gameplay aspects''' of the [[ideoligion]] system. You can play with ideologies however you want, from nudist cannibals to tunnelers deep underground. It is not necessary to min-max in order to enjoy the game. In order to get the most out of the Ideology expansion, it is recommended to ''not'' follow this guide unless you are doing some sort of difficult challenge run. Updated to 1.4.3555 (Feb. 2023).&lt;br /&gt;
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{{TOCright}}&lt;br /&gt;
With that being said, there are two notes about the scope of this guide:&lt;br /&gt;
# This guide is focused around Losing is Fun and 500% threat Losing is Fun. This primarily means that combat, and things that help combat, are given much more importance. (For the sake of sanity, [[wealth]] and [[wealth management]] are largely ignored)&lt;br /&gt;
# Even in a min-max standpoint, there are many different viable memes and meme choices.&lt;br /&gt;
&lt;br /&gt;
[[Ideoligion#Structure|Structures]] (Ideological, Abstract theist, etc.) and [[Ideoligion#Culture|cultures]] (Astropolitan, Corunan, etc.) do not matter. While the former can give access to rituals and styles, none are optimal.&lt;br /&gt;
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== Fluid vs Static Ideology ==&lt;br /&gt;
Pick fluid if you don't need specific memes immediately. Pick static if you do.&lt;br /&gt;
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Fluid has the advantage of adapting to a playthrough. You can settle in a mountain tile, live outside for a while, mine out a base, and then swap to Tunneler. If you've stopped using melee once you've built a [[killbox]], then you can create a Ranged weapon preference. Static has the advantage of starting with whatever memes you want in the early game. In particular, Pain is Virtue. Meanwhile, other memes, like the aforementioned Tunneler, can make starting out a bit harder.&lt;br /&gt;
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Fluid has a massive advantage if a [[sun blocker]]{{RoyaltyIcon}} is ever deployed against you. You can take Combat in Darkness for a huge accuracy buff, and either feed yourself with [[nutrifungus]] or [[sun lamp]]s.&lt;br /&gt;
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With a fluid ideology, you can delete all your rituals and create 6 new ones every time you reform the ideoligion. With Execution: Respected if Guilty, each guilty prisoner executed (just select &amp;quot;Execute&amp;quot; in the Prisoner tab) is +1 development point. Therefore, the first few reformations can be done relatively quickly.&lt;br /&gt;
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== The Big Two (memes) ==&lt;br /&gt;
There are two &amp;quot;main&amp;quot; [[meme]]s that are generally useful to just about any playthrough. These two have large, mostly irreplaceable perks, and their downsides are easily mitigated or nonexistent.&lt;br /&gt;
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===Supremacist===&lt;br /&gt;
[[File:Supremacist.png|64px]] Supremacist offers 2 main benefits: Corpses: Don't Care, and the Shooting Specialist / Melee Specialist. &lt;br /&gt;
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The ability to ignore corpses is a pretty valuable mood buff. Seeing corpses is an inevitability, and can really hurt mood during extended periods of combat. Helpful for cannibalism, too. Pain is Virtue, Cannibal, and Raider are the other memes with access to this precept. &lt;br /&gt;
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Only Supremacist and Raider have access to either combat specialist. Shooting Specialist has all the benefit from [[trigger-happy]], with greater accuracy than [[careful shooter]], with neither trait's downsides -  while stacking with the traits themselves. Marksman command gives all other colonists a substantial reduction in aiming and boost to accuracy. Melee Specialist gives an effective +8 Melee skill, boosted to +16 melee skill and 0.1x pain while under berserk trance. &lt;br /&gt;
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Even though both combat roles remove the ability for most skilled labor, they can still: clean &amp;amp; haul, tame animals, make art, and research. If you've ever had a dedicated researcher, then they could become a shooter. Most of the time, shooting specialist is preferred over melee:&lt;br /&gt;
# The bonuses to [[Melee Hit Chance|Melee Hit]] and [[Melee Dodge Chance|Dodge Chance]] have diminishing returns as skill increases, reducing its usefulness in the mid and late game, while an [[Aiming time]] reduction is always excellent.&lt;br /&gt;
# Marksman command affects everybody in range, while berserk trance is a self buff. Having 3 Shooting Specialists can provide the marksman command buff to your entire colony all day, every day.&lt;br /&gt;
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The only major downside of Supremacist is the -50 [[goodwill]] penalty for most factions. However, goodwill can always be bought with money. You can easily create allies by dropping [[human leather]] and [[flake]] using a [[transport pod]]. While Raider gives the same precept choices and roles, both Raiding precepts give a penalty to Global Work Speed, and force you spend time outside your base actually raiding. (Also, you can add the raiding precepts to supremacist and they'd be identical).&lt;br /&gt;
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If combat isn't an issue to your colony, then Supremacist loses a lot of its appeal.&lt;br /&gt;
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=== Human Primacy ===&lt;br /&gt;
[[File:Human primacy.png|64px]] Human Primacy gives exclusive access to Production Specialist. The only big negative is that you ''can't'' restrict yourself (and animal bonding).&lt;br /&gt;
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Production Specialist gives +1 quality to every crafted item, constructed building, and art piece (despite Art not being mentioned in the description). Highly skilled specialists have a very high chance to create Masterwork gear - 27% at skill 14, 50% at skill 20. Production Specialist is the only way to get Legendary items without inspired creativity. With the inspiration and high skill, you are almost guaranteed to make a legendary item. &lt;br /&gt;
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To put this into perspective:&lt;br /&gt;
* Better weapons - Become that much stronger in combat. Masterwork and Legendary weapons offer large bonuses to DPS, even when compared to Excellent.&lt;br /&gt;
* Better armor and clothing - All colonists protected better, both from damage and the elements. Apparel items last longer before becoming tattered.&lt;br /&gt;
* Better beds - Sleep less. More comfortable throughout the day, happier throughout the day.&lt;br /&gt;
* Better [[poker table]] + [[billiards table]] - Colonists need to recreate for less time.&lt;br /&gt;
The benefits of quality, especially at the highest levels, are of great benefit to every colony. Production specialists are also +50% faster at crafting, from any of the items listed above, to [[drug]] synthesis, to menial &amp;quot;Crafting&amp;quot; tasks like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. &lt;br /&gt;
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Even though this role prevents dumb labor and most other tasks, they can still do a lot of work, like stonecutting. Higher quality [[duster]]s, [[sculpture]]s, and [[armchair]]s, and faster drugs, are all great ways of making money when needed. At the very least, you can have them sit at a [[research bench]] all day. Higher quality for just about every item is worth 1-2 colonists being unable to do dumb labor.&lt;br /&gt;
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Human Primacy prevents animal bonding, the only debatable negative of this meme (loss of +5 mood for bonded pets). However, no bonding also means that your colonists won't become upset whenever a bonded animal dies. This can be a positive when raising combat pets, who, through training or tending, are more likely to attach to a colonist and eventually die.&lt;br /&gt;
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== Notable memes ==&lt;br /&gt;
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=== Pain is virtue ===&lt;br /&gt;
[[File:Pain is virtue.png|64px]]&lt;br /&gt;
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Pain is virtue offers 2 main benefits:&lt;br /&gt;
* Pain: Idealized. Injuries are normally unpleasant. A mood buff instead makes it much harder for your pawns to break down during or after combat. &lt;br /&gt;
* Rough living. No penalty for ''Ate without Table'' or ''Slept on the Ground'', making it much easier to handle early game mood. No need for armchairs. No penalty for slept in heat/cold, which normally apply regardless of clothing.&lt;br /&gt;
In addition, you get access to skullspikes and Corpses: Don't Care, if you didn't get them from supremacist. &lt;br /&gt;
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At 2 main downsides:&lt;br /&gt;
* Scarification. Each scar increases pain by +4%, reducing a pawn's &amp;quot;health&amp;quot; before [[downed|Pain Shock]]. Extreme scarification causes enough pain to reduce Consciousness by -4%, reducing just about everything a colonist can do. The Scarification ritual also takes a ritual slot. This ritual can only be done if a colonist is not scarified enough.&lt;br /&gt;
* No comfort. No +10 mood for luxuriantly comfortable. The +2 mood from [[slab bed]]s helps, but doesn't make up once you can afford to make colonists comfortable.&lt;br /&gt;
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Overall, this meme is very strong, if only for idealized pain. A colony can quickly descend to madness (i.e., the &amp;quot;death spiral&amp;quot;) when colonists are injured ''and'' moody while the base is destroyed - something that raids tend to do. Even with the best killboxes, an inopportune drop pod can cause serious damage. Rough living is also great in the early game. Meanwhile, minor scarification only gives +4% pain, and gives no Consciousness debuff. Use Scarification: Minor unless you want to challenge yourself. Note that Guilty also gives Pain: Idealized, but is incompatible with supremacist. &lt;br /&gt;
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Minor scarification gives a net {{+|4}} mood (+3 from mild pain, +1 for scars themselves). More scars give more mood, though at the aforementioned Consciousness penalty. Combined with the +2 slab bed moodlet, and you get {{+|6}} mood all day, as opposed to a maximum of {{+|10}} ''Luxuriantly comfortable'' that decays when not sitting/sleeping. Before you have access to end tables/dressers, good regular beds, and armchairs, this meme is a net positive.&lt;br /&gt;
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=== Tunneler ===&lt;br /&gt;
[[File:Tunneler.png|64px]]Tunneler is a no-brainer for mountain bases. In general, living in a mountain is incredibly powerful. &lt;br /&gt;
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The [[overhead mountain]] roof completely blocks both [[mortar shell]]s and [[drop pod]]s from entering - negating 2 of the biggest raid threats (sieges and center drop pods). This comes at the cost of [[infestation]]s... but an infestation is often less dangerous than a drop pod raid with [[doomsday rocket launcher]]s.&lt;br /&gt;
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In specific, Tunneler gives all pawns the Indoors need, meaning it's amazing when settling on a mountain tile, but a weaker choice outside of one. They enjoy nutrifungus, which can be grown indoors, in temperature-controlled rooms, without the need for a [[sun lamp]]. Tunnelers can create fungal gravel, allowing them to grow said fungus under the mountain without a hassle. Finally, they don't mind cramped spaces.&lt;br /&gt;
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Tunnelers dislike being outdoors and dislike any crop other than nutrifungus. This makes the early game somewhat harder, as it takes a while to really mine under the mountain. With a fluid ideology, you can start by living in a mountain tile, but outside the mountain. Once you've settled and gain enough development points, you can add this meme, and live happily inside. Fluid ideoligions can also add Mining Specialist, use them to dig out a large base, then switch to another specialist afterwards.&lt;br /&gt;
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=== High life ===&lt;br /&gt;
[[File:High life.png|64px]]High life forces drugs to be essential. This can be easily mitigated, and this meme gives access to some possibly useful perks.&lt;br /&gt;
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[[Beer]] is a great way to satisfy the drug itch - it is considered a drug like any other. An adult can drink 1 beer per day without ever getting addicted. In addition to the mood &amp;amp; recreation from the beer itself, High Life gives a +3 moodlet for 0.75 days while avoiding the penalty for ''not'' using drugs. With only 1 drink, beer only gives -2% Manipulation. A beer a day can be combined with [[psychite tea]] every 2 days; tea decreases how much colonists need to rest for no statistical penalty. &lt;br /&gt;
*'''Safe dose intervals listed only apply for adults. People under 18 will need longer intervals.''' (If using the [[Biotech DLC]], you can see relevant intervals for any age if you highlight over the &amp;quot;Safe Dose Interval for Adults&amp;quot; stat in the drug's info screen)&lt;br /&gt;
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In addition to the drug requirement, you also get significant bonuses to drug synthesis speed, drug plant harvest yield, and drug sell price, as well as Plants Specialist. If you need or want to make money, then high life is one of the best memes for that.&lt;br /&gt;
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The other big positive is the [[autobong]]. You can create autobong traps, giving every organic raider that passes through -30% Consciousness and a further -10% Moving.&lt;br /&gt;
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Great synergy with the [[Genes#Drugs|drug dependency]] genes.{{BiotechIcon}}&lt;br /&gt;
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=== Transhumanist ===&lt;br /&gt;
[[File:Transhumanist.png|64px]] Transhumanist is resource-, power-, and time- heavy, but does come with pretty large benefits. Powerful in the late game, and viable to take as an entire-game ideoligion.&lt;br /&gt;
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Gives access to the [[sleep accelerator]] and [[neural supercharger]], increases [[biosculpter pod]] speed, removes penalty for the [[nutrient paste dispenser]], and gives mood buffs for artificial parts. Also gives research specialist. However, neural superchargers will eventually be demanded, with both accelerators and superchargers consuming lots of power and resources. Eventually, age reversal will also be demanded - every colonist will want to spend an absolute minimum of 2.61 days a year in the biosculpter. With access to [[Anomaly]] content, the Chronophagy Ritual also satisfies the requirement, though there is no mood buff, and a mood malus is inflicted for performing the ritual.&lt;br /&gt;
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Transhumanist demands for the neural supercharger and artificial body parts start at moderate [[expectations]] (80,000 colony wealth). Demand for age reversal starts at high expectations (180,000 colony wealth). Note that, like with [[body modder]], installing a [[denture]] is an easy implant for any pawn who isn't doing Social or Animal Taming work.&lt;br /&gt;
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=== Inhuman ===&lt;br /&gt;
[[File:Inhuman.png|64px]] While its flagship Inhumanization precept can be taken by any ideoligion, Inhuman still presents an interesting package.&lt;br /&gt;
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The Inhumanization precept itself is extremely powerful. It eliminates mood swings from social factors such as unhappy children or deaths in a pawn's family, prevents all sorts of social fight-inducing rivalries, allows use of tainted apparel and mutated body parts without penalty, makes temperature management a non-issue in all but the most extreme biomes, gives strong pain resistance, eliminates beauty and outdoor needs, and gives a massive +8 mood bonus at all times.&lt;br /&gt;
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Downsides are low-impact. While social-related mood boosts such as happy children are disabled, the elimination of associated penalties more than makes up for it by reducing the potential for serious crises to spiral out of control. The same applies to neutralizing beauty and outdoor moodlets – avoiding penalties from seeing blood splatters (or hiding undeground) during a crisis is more useful than getting a bonus from relaxing in a nice forest or art gallery on a peaceful day. Inhumanization also applies a -12 aptitude adjustment to Animals, Artistic, and Social, but this is easy to play around since pen animal farms are lucrative even with 0-skill handlers, an unskilled Production Specialist can still mass-produce sculptures quite profitably (with occasional high-quality works possible with psycast inspirations), and inhumanized colonists are so unlikely to break that [[Arrest Success Chance]] loses most of its relevance.&lt;br /&gt;
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For many colonies, inhumanization would be a net positive even without the constant +8 moodlet. The presence of the latter elevates it to an extremely powerful precept that should be considered for every playthrough.&lt;br /&gt;
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There remains the question of whether to take just the inhumanization precept, or the whole Inhuman meme. The latter option grants access to Corpses: Don't Care and Eating Nutrient Paste: Don't Mind, which normally require Pain is Virtue or Supremacist and Transhumanist respectively, all good memes but not necessarily present in any given playthrough. The only real drawback of the Inhuman meme itself is that Execution must be set to Respected if Guilty, whereas fluid ideoligions might prefer Required for easier development point generation.&lt;br /&gt;
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== Other memes ==&lt;br /&gt;
A lot of the other memes are low impact, or don't add much that you couldn't add with precepts, or are meant for challenges. This list assumes you adjust precepts as well.&lt;br /&gt;
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'''Generally good, low impact:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Good filler precepts.&lt;br /&gt;
*'''Collectivist:''' Work Drive: Tripled means that the &amp;quot;work drive&amp;quot; leader ability lasts for 9 days, 3x the time. Useful, but note that using work drive also means not having Combat Command or Leader Speech during the cooldown.&lt;br /&gt;
*'''Proselytizer:''' Makes it easier to convert others to your ideoligion, especially important if you start with only 1 colonist. Each conversion attempt upsets the pawn in question, but with many ideoligions, they'd be more upset not being converted.&lt;br /&gt;
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'''Good with notable downsides:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Has some benefit... with some downside. Some memes have bigger downsides than others.&lt;br /&gt;
*'''Blindsight:''' Blind means you are less effective at both work and combat. But with only Blinding: Respected, there are no mood penalties for being sighted, just a -8 opinion. There is a large catch - if you take Blindsight, many starting colonists / ritual-induced wanderers ''will be fully blind''. &lt;br /&gt;
** Most of the benefit comes with the [[Royalty DLC]]: the blinding ritual can turn [[bionic eye]]s into [[psycast]] levels, and being blind will increase psychic sensitivity by a net of +80%.{{RoyaltyIcon}} &lt;br /&gt;
*'''Cannibal:''' Can be extremely good if you need to rely on cannibalism, such as in the sea ice biome. Relatively better as difficulty increases, because raids are bigger (i.e., more food). However, there's a mood hit if you don't eat human meat for a while.&lt;br /&gt;
*'''Guilty:''' Gives access to Pain: Idealized without the full costs of pain is virtue. Charity: Worthwhile only gives -2 mood for not helping quests (but -6 if &amp;quot;travelers betrayed&amp;quot;, even if not by you). Guilty is incompatible with supremacist.&lt;br /&gt;
*'''Individualist:''' Gives access to Diversity of Thought precepts, making it easier to have a multi-ideoligion colony. This allows you to have multiple types of specialist, and lots of different [[ritual]]s, all with separate cooldowns. Incompatible with supremacist.&lt;br /&gt;
**A single ideoligion can receive the full benefit of player customization. For example, most ideoligions would suffer in a Tunneler colony, meaning it's better for the colony to convert them... losing the benefit of diversity of thought. In addition, many factions have forced precepts - pirate ideologies always have Raider, for instance, which is a negative if you don't want to raid. &lt;br /&gt;
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'''Not required for their precepts:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Most (if not all) of the benefit of these ideoligions can be replicated by just adding their precepts to another ideoligion.&lt;br /&gt;
*'''Inhuman:''' Taking just the Inhumanization precept is a very strong option, but the whole meme is still worth considering. See [[#Inhuman]].&lt;br /&gt;
*'''Darkness:''' Combat in Darkness and Darklight Preferred can be obtained by any ideoligion - the only benefits from the meme are Mining Specialist and +5 mood for seeing an eclipse. Darkness can be very powerful in the right conditions, but you don't need the meme. See [[#Precepts]] for details.&lt;br /&gt;
*'''Female Supremacy / Male Supremacy:''' Just an opinion buff/malus for genders. Generally a colony won't be all female or all male.&lt;br /&gt;
*'''Loyalist:''' Loyalist doesn't add anything of note, except for the symbol burning ritual, and gives -10 goodwill with every faction. Incompatible with supremacist.&lt;br /&gt;
*'''Nature Primacy:''' While nature primacy's associated precepts all restrict your options (with 0 upside), you don't actually ''need'' to keep any nature-preserving precept. Therefore, a min-maxed nature primacy just gives you Plants Specialist. Incompatible with human primacy.&lt;br /&gt;
*'''Nudist:''' No armor means that pawns are liable to severe injury and death. (Plus, you can require nudism without the meme)&lt;br /&gt;
*'''Bloodfeeding:'''{{BiotechIcon}} You can obtain all the bloodfeeding related precepts, including Bloodfeeders: Revered, with a base ideoligion. The only benefit is that starting with Bloodfeeders gives access to the Deathrest research immediately. This also means that Tribal starts with this meme will begin with Electricity.&lt;br /&gt;
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'''Themed run:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Clear negatives that make it hard to recommend these memes for general purpose.&lt;br /&gt;
*'''Animal Personhood:''' Increased tamed chance and animal specialist can be good if you rely on combat animals. However, you lose out on meat eating and hunting.&lt;br /&gt;
*'''Flesh purity:''' Lost body parts are inevitable: -18 mood for any artificial part is incredibly rough. Absolutely no drugs removes your options with no compensation. Flesh purity gives access to Medical Specialist, but medical is the least required skill. A mid-game colony with regular medicine doesn't need a specialist to handle diseases, reach max surgery success, or tend to injuries. The specialist does give increased tend speed, and a mood buff for being tended. While this is a positive, it is limited in application.&lt;br /&gt;
*'''Raider:''' Raiding precepts give a -8% / -16% to global work speed, making colonists less effective at almost everything. Raiding can give a strong mood buff, but gives a strong mood penalty if you can't raid. Plus, each raid will force colonists out of your colony for a few days. As mentioned, supremacist gives access to everything raider has.&lt;br /&gt;
*'''Rancher:''' Mood hit for sowing non-hay plants (min: Low expectations), but makes it easier to tame animals, and gives access to Animals Specialist. Plants are more consistent than animals&lt;br /&gt;
*'''Tree Connection:''' Wood is valuable at many stages of the game, and cutting down trees is often the easiest way to get wood. If/when you don't need to cut down trees, then the Amazing Tree and lots of trees mood buffs can be a net positive. Gauranlen tree connection is notable, but pruning still takes lots of time away from colonists. It is rarely worth it because it is ''so'' much time. Possibly good with Fluid Ideology once you are wood independent.&lt;br /&gt;
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== Precepts ==&lt;br /&gt;
Of the precepts that are not exclusive to memes...&lt;br /&gt;
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'''Precepts present in (and adjustable in) the base ideoligion:'''&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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! style=&amp;quot;width: 12%&amp;quot; | Precept !! Reason&lt;br /&gt;
|-&lt;br /&gt;
|'''Execution:&amp;lt;br&amp;gt;Respected if Guilty''' &lt;br /&gt;
||Superior to Execution: Don't Care; gain mood for guilty execution with no downside. In addition, prisoner execution is one of the easiest ways for fluid ideoligions to gain development points (you don't need to do the execution ritual, just select execute on the prisoner tab). &lt;br /&gt;
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Execution: Required just gives +3 mood for 2 days for any execution, but gives -3 if you don't execute anyone in 30 days.&lt;br /&gt;
|-&lt;br /&gt;
|'''Diversity of Thought:&amp;lt;br&amp;gt;(Any)'''&lt;br /&gt;
|| Higher levels of bigotry give an increasing mood buff. Intense bigotry is a free +3 mood at the start of the game, with another +5 for being near a 2x2 [[table]] or anything else with a style. However, you are forced to convert everybody you want to recruit.  Bigotry is relatively better at the start of the game, and also good with some of the more exotic ideoligions - cannibals won't be very compatible with everybody else, for instance.&lt;br /&gt;
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Neutral / appreciated diversity gives you more leeway before conversion. Multiple ideoligions gives access to many different rituals, and possibly different specialists, too.&lt;br /&gt;
|-&lt;br /&gt;
|'''Cannibalism: Acceptable''' (or higher)&lt;br /&gt;
||Not allowing cannibalism reduces your options with no benefit. [[Human leather]] is quite valuable, while [[human meat]] can be used for [[chemfuel]], [[fine meal]]s, etc.&lt;br /&gt;
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Cannibalism: Preferred only gives a -2 mood penalty after not cannibalizing for a certain amount of time. Both Required precepts mean having to eat human meat every day, which requires enough human meat, to eat every day. If you have large enough raids, then the stronger cannibal precepts are easier to use.&lt;br /&gt;
|-&lt;br /&gt;
|'''Slavery: Acceptable'''&amp;lt;br&amp;gt;(possibly Honorable)&lt;br /&gt;
||Not allowing slavery reduces your options with no benefit. Even if you don't use slaves proper, it gives a negative moodlet for selling prisoners (to the [[empire]]{{RoyaltyIcon}}; organ harvesting is just better for profit).&lt;br /&gt;
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Slavery itself is not very appealing - the lowered [[Global Work Speed]], the inability to hold a weapon without increasing rebellion by 4x, slave rebellion in general, and high relative [[raid points]], makes Slavery: Honorable's requirement sub-optimal. In the late game, it is possible to keep slaves with their legs cut off solely for the purposes of a +10 mood buff.&lt;br /&gt;
|-&lt;br /&gt;
|'''Male Spouses: (Any)'''&lt;br /&gt;
||As female spouses. &lt;br /&gt;
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Polygamy means better mood for every relationship a pawn has, and less rebuffs overall, but rapid penalties if and when anyone dies. Allowing the entire colony to gain +20 for each wedding is a plus, but only 2 pawns can share a [[double bed]] at a time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Female Spouses: (Any)'''&lt;br /&gt;
||As male spouses. &lt;br /&gt;
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Polygamy means better mood for every relationship a pawn has, and less rebuffs overall, but rapid penalties if and when anyone dies. Allowing the entire colony to gain +20 for each wedding is a plus, but only 2 pawns can share a [[double bed]] at a time.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The following precepts allow for more options or greater stats, at 0 downside or opportunity cost:&lt;br /&gt;
*'''Organ Use: Acceptable'''&lt;br /&gt;
*'''Male Clothing: No Rules''' | '''Female Clothing: No Rules'''&lt;br /&gt;
*'''Insect Meat: Loved'''&lt;br /&gt;
*'''Skullspike: Desired'''&lt;br /&gt;
*'''Physical Love: Free and Approved'''&lt;br /&gt;
*'''Research: Very Fast''' - Note this doesn't just affect [[research]]ing but also scanning speed with the [[ground-penetrating scanner]] and [[Long-range mineral scanner]].&lt;br /&gt;
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'''Optional precepts:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 12%&amp;quot; |Precept !! Reason&lt;br /&gt;
|-&lt;br /&gt;
|'''Apostasy: Abhorrent'''&lt;br /&gt;
||Makes it harder to convert away from your ideoligion. Presumably you want to play with your ideoligion, right?&lt;br /&gt;
|-&lt;br /&gt;
|'''Combat in Darkness:&amp;lt;br&amp;gt;Darklight Preferred:'''&amp;lt;br&amp;gt;Take if in darkness&lt;br /&gt;
||Both precepts can be incredibly good in the right setup. Combat is a ''very'' large accuracy buff.  The +25% shooting accuracy is ''added'' (not multiplied) after all other accuracy factors are met, turning a &amp;quot;true&amp;quot; 28% shot to a 53% shot, and so on. Darklight is +4 mood with a darklight, while negating work/movement/mood penalties in regular darkness. Tunneler ideoligions can live underground and in darklight indefinitely. However, in the light, you will be less accurate and have a mood debuff.&lt;br /&gt;
&lt;br /&gt;
Incredibly powerful with a fluid ideology and [[sun blocker]].{{RoyaltyIcon}} Sunblockers will create complete darkness, and off-map sun blockers will persist until you actively go out and destroy it. Add both precepts to your fluid ideology, and you can take full advantage of the darkness. [[Nutrifungus]]' -3 moodlet can be taken for +4 for preferred darklight and the massive accuracy buff. Alternatively, a [[sun lamp]] can grow regular crops. Tunnelers actively enjoy eating fungus.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' For the combat precept: if the sun is out and the area is considered &amp;quot;outside&amp;quot;, then it does count as &amp;quot;lit&amp;quot; for combat, no matter how bright/dark the area is. Darklights are counted as &amp;quot;dark&amp;quot; for combat purposes. Finally, the combat precept only checks if the ''target'' is in light, and not the shooter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Modification: None or Approved'''&lt;br /&gt;
|| Both negative body modification precepts restrict your options with no benefit.&lt;br /&gt;
&lt;br /&gt;
For Modification: Approved - like with the body modder trait, you can install a [[denture]] on any non-Social pawn at very little downside, to avoid the no part penalty. You will still need medicine and a decent surgeon to do so, however. This precept only applies from Moderate expectations or higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trees: No Precept'''&amp;lt;br&amp;gt;Desired (late-game)&lt;br /&gt;
|| Wood is usually a very useful resource, and cutting down trees is the best way to do so.&lt;br /&gt;
&lt;br /&gt;
Trees: Desired could see use in a late game, fluid ideoligion, where you simply don't need wood anymore.&lt;br /&gt;
|-&lt;br /&gt;
|'''Raiding: No Precept'''&lt;br /&gt;
||  Raiding is difficult, going out to raid is difficult, hauling stuff from camps takes quite a few [[pack animal]]s. This is before considering the -8% / -16% Global Work Speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 12%&amp;quot; |Precept !! Reason&lt;br /&gt;
|-&lt;br /&gt;
|'''Growth Vats: No Precept'''{{BiotechIcon}} &amp;lt;br&amp;gt;(Usually)&lt;br /&gt;
||The usual strategy is to [[growth vat]] from embryo to 3 years, then (optionally) from 13 to 18. Naturally raising children from 3-13 results in very powerful pawns, and the growth vat speeds everything else up.&lt;br /&gt;
&lt;br /&gt;
Vats: Essential only applies when a child can believe in the ideoligion, e.g., when they are 3 or older. Thus, this precept demands full vat growth  - children grown this way have 0 passions, few skills, and 3 random traits. Faster kid growth speed could be useful late game, as the power of [[xenogerm]] editing makes up for reduced pawn quality.&lt;br /&gt;
&lt;br /&gt;
Vats: Prohibited makes children grow slower - 45 days slower for the entire embryo to 3 process - for a +1 mood buff just to the parent.&lt;br /&gt;
|-&lt;br /&gt;
|'''Child Labor: Encouraged'''{{BiotechIcon}}&lt;br /&gt;
||Both child labor precepts only check if the child is scheduled to work/recreation in the [[Schedule]] tab. A regular child set to anything will default to Recreation (Learning), then do whatever work they are assigned.  With Child Labor: Encouraged, children work, then do recreation. In both cases, children can work/learn after they're done, without triggering the negatives of the precept.&lt;br /&gt;
&lt;br /&gt;
Child Labor: Disapproved is a worse precept due to the increase in Learning. Children will gain skill XP while ''Lesson Learning'' or ''Work Watching'', but will immediately stop either task once Learning is at 100%. Increasing Learning rate decreases skill XP. &lt;br /&gt;
&lt;br /&gt;
As children can easily learn to maximum Growth Tier without a precept boosting it, Child Labor: Encouraged is better than none, due to the increase in work speed. This precept may require some micromanagement in order to reach max growth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodfeeders: (Any)'''{{BiotechIcon}}&lt;br /&gt;
||Bloodfeeders: Revered is great if you start with a bloodfeeder. &lt;br /&gt;
&lt;br /&gt;
Otherwise, [[Sanguophage]] quests can take a long while to appear. If you plan to just use bloodfeeders for their 6 organs, then Reviled gives another +5 moodlet for doing so. However, Sanguophage implantations can be incredibly useful, preventing death while curing scars / health problems a la [[luciferium]], at the cost of keeping a few legless [[prisoner]]s fed. No precept is a useful middle ground.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mechanoid labor: ?'''{{BiotechIcon}}&lt;br /&gt;
||With a solo [[mechanitor]], this precept is (eventually) a no brainer. However, there are a few tasks, like smithing gear, deep drilling, or research, that are colony-limiting, and that mechs cannot do for you. Even in a mechanitor playthrough, you'll need a way to get steel / plasteel / components early game, and [[tunneler]]s are only unlocked after defeating a [[diabolus]].&lt;br /&gt;
&lt;br /&gt;
Note: Because almost every mech starts with only 50% [[Global Work Speed]], adding +20% to raw GWS means that the work boost is actually greater than 20%. On an otherwise unboosted mech, 50% GWS turns into 70% GWS, which is a ''40%'' increase.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Adding the '''Slaughtering Animals''', '''Autonomous Weapons''', '''Drug Use''' (except Essential), '''Cutting Trees''', '''Killing Innocent Animals''', '''Meat Eating''' (both carnivore and vegetarian), and '''Mining''' precepts all restrict you with no upside.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
As mentioned in the memes section, Shooting Specialist and Production Specialist are the best combat-related roles. Shooting Specialist is +4 Shooting Skill and -40% Aiming Time for the entire colony through Marksman Command, not to mention all the benefits to the user. Production Specialist is +1 quality on every item they make, including weapons. If you have to pick only one: Production Specialist is better when [[wealth]] isn't an issue, or if combat isn't your main focus at all. Shooting Specialist is better for low wealth and when combat is important. For more details, see the [[#The Big Two (memes)]] section.&lt;br /&gt;
&lt;br /&gt;
Other specialists can be useful, especially in a Fluid ideoligion, where you can switch specialists as needed. Mining Specialist can be great in a Tunneler colony, then it can be swapped for Shooting Specialist once you have both 1. dug out your base, and 2. got some pawns that can afford to become shooting specialists.&lt;br /&gt;
&lt;br /&gt;
Note that you can have infinitely many specialists in a colony (e.g. multiple shooting specialists at once), but only 2 ''types'' of specialist. Also, remove any required apparel for each role - it comes with no benefit.&lt;br /&gt;
&lt;br /&gt;
== Style ==&lt;br /&gt;
If Diversity of Thought is neutral or any form of bigoted, then any combination of Techist, Totemic, and Rustic is the optimal style.&lt;br /&gt;
* Techist gives you access to styled [[autodoor]]s and [[shelf|shelves]], being the only style to do so. It also provides [[hex tile]], a research-less, nonflammable [[fine floor]]{{RoyaltyIcon}} made out of [[steel]], though it shares this advantage with Spikecore.&lt;br /&gt;
* Totemic gives styles to every building that techist does not have a style for. It also gives access to [[totemic slab (medium)]], a wood-based way to get style on the floor, and [[totemic boards]], a research-less but flammable [[fine floor]]{{RoyaltyIcon}} made out of wood.&lt;br /&gt;
* Rustic gives [[Rustic rug (medium)]], which is a [[cloth]]-based way to get style. Inferior to totemic slabs if wood is available, but still an optimal style to pick.&lt;br /&gt;
&lt;br /&gt;
If Diversity of Thought is Appreciated or Exalted, then give other factions these styles.&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
Firstly, set all the rituals you can to &amp;quot;Any Time&amp;quot;, rather than set date. Any Time rituals have a cooldown of 20 days (and can be done before then, at a quality penalty). Date rituals can only be done once every 60 days.&lt;br /&gt;
&lt;br /&gt;
There are 3 generally viable rituals that you can do any time:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Quality !! Consumed !! Misc&lt;br /&gt;
|-&lt;br /&gt;
|Social festival	&lt;br /&gt;
|| &lt;br /&gt;
* [[Roles#Leaders|Leader]] present &lt;br /&gt;
* Altar / ideogram (variable)&lt;br /&gt;
* [[Lectern]] (x50 wall material)&lt;br /&gt;
* Enough ritual seating (any [[stuff]], variable)&lt;br /&gt;
|| None&lt;br /&gt;
||Trains Social&lt;br /&gt;
|-&lt;br /&gt;
|Drum Festival&lt;br /&gt;
|| &lt;br /&gt;
*Lit [[campfire]]&lt;br /&gt;
*[[Drum]]s (fabric/leather + wood)&lt;br /&gt;
**50% of people, rounded up, will play a drum.&lt;br /&gt;
**Only drums being played count.&lt;br /&gt;
1 drum mandatory.&amp;lt;br&amp;gt;Only available if ideo is created as a tribal colony&lt;br /&gt;
|| None&lt;br /&gt;
|| May give +20%&amp;lt;br&amp;gt;[[Global Work Speed]] (24h)&lt;br /&gt;
&lt;br /&gt;
Highest mood bonus of any ritual&amp;lt;br&amp;gt;(tied with Dance Party)&lt;br /&gt;
|-&lt;br /&gt;
|Skylantern festival&lt;br /&gt;
|| &lt;br /&gt;
* No buildings&lt;br /&gt;
|| x4 [[wood]] / person&lt;br /&gt;
||Attracts visitors&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Other rituals:'''&lt;br /&gt;
* Dance Party is like Drum Festival, tied for highest mood bonuses, but with more expensive equipment, but pawns don't have to actually play a loudspeaker. Drum Festival is usually the preferred option, as it uses cheaper instruments. If not starting as a tribe, you can create your ideoligion with a Tribal start, save it, then load it with your desired scenario.&lt;br /&gt;
* Most rituals that consume items are... costly. [[Christmas tree]]s cost steel and wood. All the other sacrifice (building) require a set ideoligion. Generally, social festival / drum party can reach similar qualities but don't consume anything. &lt;br /&gt;
** Animal Sacrifice requires Human Primacy, is worse than social festival, but gives a chance for [[inspiration]]s. Good if you have animals, bad if you don't.&lt;br /&gt;
* Gladiator duel requires 2 prisoners or slaves that can walk, which is constraining in it of itself.&lt;br /&gt;
* Funerals cannot be done at any time.&lt;br /&gt;
All rituals receive innate quality based on your colony's [[expectations]], and the amount of people present.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
One of the best rewards is Random Recruit. This is an easy way to get colonists, without having to convert them first, and without abiding by the storyteller's &amp;quot;population intent&amp;quot;. While the wanderer will be entirely random, if you don't want them, then just kill them. As long as colonists don't see the death, all they'll get is {{--|3}} ''Colonist Died''. This is easily counteracted by the ritual. Both violent [[downing]] and death will impact your [[Raid points#Adaption factor|adaptation factor]], reducing the size of raids. Banishment also gives -3 mood, but does not cause adaptation, making it inferior.&lt;br /&gt;
&lt;br /&gt;
* [[Psyfocus]] can be good once you get high level [[psycast]]ers.{{RoyaltyIcon}} However, it doesn't help you until then. Good in a fluid ideoligion for those word of inspirations and the like.&lt;br /&gt;
* [[Goodwill|Faction goodwill]] can be bought with gifts. But, early game, it can help to call in allies/trade caravans, or to make a faction neutral.&lt;br /&gt;
* Ancient complexes give loot, but you'll have to send colonists to venture out of your colony.&lt;br /&gt;
* The other rewards are locked by memes, and in any case, are either monetary or a [[gauranlen tree]] sprout (the time cost of gauranlen pruning makes the tree not really worth it, even when you get pods for free).&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
[[Pew]] and [[small altar]] / [[ideogram]] tend to be the preferred option. Pews are created with wall materials, so you can create them before [[cotton plant]]s grow / before you get leather. Small altars are the cheapest altar, costing 50 wood/stone/steel. Ideograms cost 50 steel, but do not take up space.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Personal weapon preferences can change a lot depending on playstyle, difficulty, and base layout, so here are some notes:&lt;br /&gt;
&lt;br /&gt;
*'''Ranged / Melee''' - Ideally take neither, unless you want to add some challenge. Both ranged and melee have a role for the entire game. Either is viable if you do want that challenge, but pro-ranged is a much easier option. In the late game, when you have [[killbox]]es and enough firepower, Ranged only is entirely viable.&lt;br /&gt;
* '''Long shots / Short shots''' - In a mountain base, Short Shots is clearly preferred. Sieges are nowhere near the same threat level, negating one of the better niches of the Long Shots. Meanwhile,  [[chain shotgun]]s and the like are very useful against [[infestation]]s. Overall, &amp;quot;Long Shots&amp;quot; only covers 2 weapons. They both are useful, but niche outside of kiting builds.&lt;br /&gt;
* '''Melee piercer / Melee blunt''' - It is very easy to rely on one side of melee or the other, unless you get lucky with [[persona weapons]]{{RoyaltyIcon}}.&lt;br /&gt;
* '''Ranged Heavy / Ranged light''' - The only lategame weapon included in ranged light is the [[charge rifle]]. A notable weapon, sure, but there are many heavy weapons you can rely on for the majority of the game.&lt;br /&gt;
* '''Neolithic / Ultratech''' - The top tier craftable melee weapons, maces and longswords, are medieval and so you aren't benefited by or penalized for their no matter which you pick. However, there are no ultratech weapons without the [[Royalty DLC]]. If you have Royalty, take ultratech unless you're doing a slow tribal start, and even then swap to ultratech if you're using a fluid ideology as every melee pawn should be armed with one by the mid-game. If you don't have Royalty, neolithic helps with a Tribal / Naked Brutality early game and has no other impact.&lt;br /&gt;
&lt;br /&gt;
With fluid ideology, weapon choices become a lot easier. Prefer Neolithic at the start of a Lost Tribe, switch to something else in the lategame. Ranged heavy if you rely on [[Heavy SMG]]s, then Ranged light once you can afford [[charge rifle]]s. You can't change ideologies ''too'' much, but it is a lot more flexible.&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
If you don't have the [[Royalty DLC]], just pick 3 [[charge rifle]]s. Even with this DLC, charge rifles have their merit.&lt;br /&gt;
&lt;br /&gt;
With Royalty, relics give you the only 100% reliable way to get legendary [[persona weapon]]s, while legendary charge rifles can be crafted. [[Persona monosword]]s{{RoyaltyIcon}} are the best melee weapons in the game for pawns without the [[Genes#Strong melee damage|Strong Melee Damage]] gene,{{BiotechIcon}} with [[persona zeushammer]]s{{RoyaltyIcon}} coming in second and offering some other flexibility with their [[EMP]] damage. With the gene, zeushammers are better against humans regardless of armor, and the monosword is better against high health scale enemies like [[centipede]]s. This is because:&lt;br /&gt;
# [[Damage Types#Blunt|Blunt]] overkill mechanics make sure damage isn't wasted and a legendary zeushammer can one-shot a torso; and&lt;br /&gt;
# High health enemies tend to die from total damage over part destruction, and [[persona monosword]]s have higher base {{DPS}} as well as additional damage from the [[Damage Types#Cut|Cut]] damage type's cleaving ability.&lt;br /&gt;
&lt;br /&gt;
If you picked Ranged Heavy with a static ideoligion, then Minigun / Heavy SMG / Assault Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
== Apparel ==&lt;br /&gt;
[[Button-down shirt]]s are the best item in their slot, except for the uncraftable (and less protective) [[eltex shirt]].{{RoyaltyIcon}} Thus, strongly preferred button-down shirts is, more often than not, an entirely free +2 moodlet.&lt;br /&gt;
&lt;br /&gt;
Most of the other apparel will restrict your [[armor]] options. [[Cape]]s{{RoyaltyIcon}} are equivalent to [[duster]]s, but take slightly more work to create. However, if you'd want to get [[marine armor]] in the future, then the cape would get in the way.&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
Venerated animals give positive mood when present in your colony, and minus mood when they are killed.&lt;br /&gt;
&lt;br /&gt;
The best venerated animals are [[pen animals]] with some form of utility. Pen animals won't be targeted by raiders, and can be kept safely in a pen without much hassle from the player.&lt;br /&gt;
[[Horse]]s offer the fastest riding speed for [[caravan]]s. [[Boomalope]] can be milked for [[chemfuel]]. [[Cow]]s, and if your game can handle it, [[chicken]]s, offer renewable sources of animal product.&lt;br /&gt;
&lt;br /&gt;
You don't need to set venerated animals if you don't want to mess with animals. If a venerated animal dies outside (say, to [[toxic fallout]]), then you'll get the mood hit.&lt;br /&gt;
&lt;br /&gt;
== Preferred xenotypes ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Preferred [[xenotype]]s give {{+|2}} mood if ''every colonist'' is one of up to three preferred xenotypes. This turns to a {{--|2}} mood (or higher) if a single colonist is a different type. Prisoners and slaves don't count. Colonists will also have lowered opinion of other xenotypes.&lt;br /&gt;
&lt;br /&gt;
Generally, it isn't a great idea to set preferred xenotypes. If you want to recruit anyone of any other xenotype ever, then all your colonists will get upset. The recruit ritual reward will not force a preferred xenotype onto the wanderer. Player xenotypes can be extremely strong, but they are ''very'' rare to find in the game. Replicating a player-set xenotype using a [[gene assembler]] is incredibly difficult. This creates a clear problem.&lt;br /&gt;
&lt;br /&gt;
However: with Preferred Xenotypes set, you will get a colony-wide {{+|3}} moodlet ''per'' raider kill of a different xenotype, lasting for 10 days, up to 5 times. This is because [[opinion]] is lowered enough for them to be considered &amp;quot;rivals&amp;quot;. Up to +15 mood for every raid every 10 days is on a similar level to [[bloodlust]], and it stacks with bloodlust. Preferred xenotypes also gives an early game buff, before you start recruiting anyone. This buff may be strong enough to negate the {{--|4}} from disliked xenotypes, and {{--|6}} from xenotype self hatred, though note that the social penalty will end up increasing social fights.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it seems like you can't have a [[xenogerm]]-created xenotype become preferred. No fluid ideology cheese there.&lt;br /&gt;
&lt;br /&gt;
=== Xenotype info ===&lt;br /&gt;
With Biotech's default faction selection, Baseliners are more common from [[event]]s, while enemy factions are primarily composed of 5 separate xenotypes. Thus, there are 6 &amp;quot;common&amp;quot; xenotypes - but you can only pick 3. If you select factions closer to Core RimWorld, then baseliners become much more common, but pirates still come with a variety of xenohumans.&lt;br /&gt;
&lt;br /&gt;
Each of the four &amp;quot;artificial&amp;quot; xenotypes, Hussar, Highmate, Genie, and Sanguophage, are rare, but great at their respective role. As mentioned, player-created xenotypes are very rare, but can be extremely powerful. You'd need to rely on [[reproduction]] - and pass up on every good colonist in the meantime. &lt;br /&gt;
&lt;br /&gt;
1 Player xenotype + Baseliner + 1 other can be pretty good, especially with Core Rimworld factions, but this still comes with downsides.&lt;br /&gt;
&lt;br /&gt;
== Other factions ==&lt;br /&gt;
{{stub|section=1|reason=You can give other ideos roles to superscede the limitation on 2 types/ideo. Similarly building servant ideos - e.g. high life for drug production bonuses}}&lt;br /&gt;
If you're playing with the [[Empire]]{{RoyaltyIcon}}, make sure to edit their ideoligion and turn any Drug restrictions off. If you ever want to host a royal, then having access to mood-regulating drugs is incredibly helpful. With [[Biotech DLC]], the Empire also requires hosting [[hussar]]s - with any of the anti-drug precepts, they'll take a mood penalty for ingesting the [[go-juice]] they need to survive.&lt;br /&gt;
&lt;br /&gt;
Min-maxing other's ideoligions is completely unnecessary and time consuming. But regardless, here are some pointers:&lt;br /&gt;
* Make other factions have similar memes to yours,  ''except'' for Supremacist. More goodwill. Supremacist, Loyalist lower goodwill, so should be removed if possible.&lt;br /&gt;
* Give any other valid factions Individualist + Diversity of Thought: Exalted, so that they like being surrounded by a colony consisting of just your ideoligion. Impossible with most factions that start off hostile.&lt;br /&gt;
* If you are not playing a Transhumanist ideoligion, then give every possible faction the Transhumanist meme. This makes it easier for you to construct [[neural supercharger]]s and [[sleep accelerator]]s in the late game, without the [[biosculpter pod#Age reversal|age reversal]] / supercharger / body part requirement that the meme usually comes with.&lt;br /&gt;
* Watch out for preferred apparel. You can give outlander enemies apparel to remove their armor, and you should remove preferred apparel from allies to keep their armor (empire soldiers wearing [[flophat]]s are common).&lt;br /&gt;
* Any factions you don't want prisoners from can be given Pain is Virtue + Scarification: Extreme, to make them weaker.&lt;br /&gt;
* Add player-created preferred [[xenotype]]s{{BiotechIcon}} to other ideoligions, so that they can randomly appear throughout your game.&lt;br /&gt;
Pirates have a mostly set ideology in terms of memes, so there isn't too much you can do with them.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Autodoor&amp;diff=144223</id>
		<title>Autodoor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Autodoor&amp;diff=144223"/>
		<updated>2024-04-22T22:32:11Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|structure&lt;br /&gt;
| name = Autodoor&lt;br /&gt;
| image = Autodoor.png&lt;br /&gt;
| description = Divides rooms. Powered operation allows people to move through the door without slowing down.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Structure&lt;br /&gt;
| placeable = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 160&lt;br /&gt;
| power = -50&lt;br /&gt;
| terrain affordance = depends on materials&lt;br /&gt;
| research = Autodoor&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 1100&lt;br /&gt;
| stuff tags = Metallic, Woody, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Autodoors''' are powered doors that open and close a lot faster than regular doors of the same material.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Autodoors can be be constructed with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} after the [[Research#Autodoor|autodoor technology]] has been researched. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The autodoor draws 50 W of [[power]] at all times. If not enough power is available or the door [[Breakdown|breaks down]], it behaves exactly like a regular [[door]] of the same material.&lt;br /&gt;
&lt;br /&gt;
Contrary to the in-game description, not all autodoors allow unimpeded movement. Actually, a powered autodoor opens at 400% speed. This means that all powered autodoors that are ''not made of stone'' indeed do not slow colonists down; [[move speed]]s that would be high enough to have an effect in this case are rarely achieved in practice. Stone autodoors, however, open only slightly faster than regular wooden doors.&lt;br /&gt;
&lt;br /&gt;
The below animation shows a comparison of different door types and materials (the animals all have the same movement speed of 5 {{CS}}, comparable to a fast human pawn).&lt;br /&gt;
&lt;br /&gt;
[[File:Door race.mp4|574x376px|thumb|center|Opening speed of various doors. Door materials from top to bottom: stone (manual), no door, steel (auto), wood (auto), stone (auto), steel (manual), wood (manual)]]&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Work to build an autodoor is 130% the value of the corresponding regular door.&lt;br /&gt;
* Most other relevant stats (except opening/closing speed) are unchanged from regular doors of the same material.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The value proposition of autodoors must be considered - they cost more than regular doors, a large number of them will burn through your [[component]] stocks in [[breakdown]]s, and you need to power them. If pawns are not routinely passing through the door, it shouldn't be an autodoor. Generally only very high traffic doors should be converted, and even then they should be compared to a wooden door or a held open door. Since autodoors not only open, but also ''close'' fast, they help when a pawn needs to flee from a threat. This means that compared to the regular door, the auto door is more likely to close before the pursuer can step through or block the door. This makes them good choices for main entrances to the base&lt;br /&gt;
&lt;br /&gt;
Material selection is also key. Generally speaking, autodoors are put in positions where their security matters, as otherwise an wooden or open door could be used instead. As such, durability and fire immunity is key alongside opening speed. With 0% flammability, the highest possible {{HP}}, and second highest door opening speed, [[plasteel]] is therefore the best possible material available but obviously comes at significant expense. While somewhat slower and less durable, [[uranium]] also makes for a very cost effective subsitute for the more in-demand plasteel. [[Bioferrite]] is flammable, but has the lowest wealth footprint of any material while boasting good HP and opening speed.&lt;br /&gt;
&lt;br /&gt;
Autodoors allow the use of stone where their slow opening speed would otherwise preclude them. In most situations, this is where durability and fire immunity are required, but uranium and plasteel are in short supply. This is not without downsides though - stone autodoors are only slightly faster than (regular) wooden doors risky to use, and  in times of power failure they will slow down colonists tremendously. This is especially painful because a blackout situation is very often also an emergency situation, where free movement is important.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Autodoor.png|Base Variant&lt;br /&gt;
Techist autodoor.png|Techist Variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] -  Doors not owned by the player can be forbidden.&lt;br /&gt;
&lt;br /&gt;
{{Nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]] [[Category:Door]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Xenogerm&amp;diff=144222</id>
		<title>Xenogerm</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Xenogerm&amp;diff=144222"/>
		<updated>2024-04-22T21:29:46Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Xenogerm&lt;br /&gt;
| image = Xenogerm.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| description = A self-contained biological organ containing one or more implantable xenogenes.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Once implanted inside a host's body, the xenogerm modifies the host's genes, gene expression, and phenotypic development using viruses, hormones, bio-synthesized drugs, and possibly mechanites. Depending on the xenogerm, the host will develop any of a wide variety of exotic traits and abilities, transforming them into a different human xenotype.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Xenogerm implantation is a traumatic process. Once implanted with a xenogerm, a person will be bedridden for days as the transformation sets in.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;During storage and transport, xenogerms are kept safe in sealed containers.&lt;br /&gt;
| production facility 1 = Gene assembler&lt;br /&gt;
| research = Xenogenetics&lt;br /&gt;
| work speed stat = Research Speed&lt;br /&gt;
| mass = 0.5&lt;br /&gt;
| marketvalue = 100&lt;br /&gt;
| max hit points base = 100&lt;br /&gt;
}}&lt;br /&gt;
A '''xenogerm''' is a specialized organ used to change the [[Xenotypes|xenotype]] of a pawn.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=What is the actual mathematical relationship between complexity and time.}}&lt;br /&gt;
Xenogerms are created at a [[gene assembler]] by combining the [[genes]] from [[genepack]]s stored in nearby [[gene bank]]s. The gene packs are not consumed. Creating a xenogerm is considered a form of research, and requires the [[Skills#Intellectual|intellectual]] skill. The actual time to create a xenogerm depends on the genetic complexity of the genes it contains—ranging from 4 hours at 3 or less complexity, to 23 hours at 20 or more complexity—and then this is scaled by the worker's [[{{P|Work Speed Stat}}]].&lt;br /&gt;
&lt;br /&gt;
Normally, xenogerms can be created for free. However, if they contain any archite genes, then the required number of [[File:Archite capsule required.png|16px|Archite Capsules]] [[archite capsules]] will need to be provided before gene recombination can begin.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The purpose of a xenogerm is to change the xenotype of the pawn it is installed into. This is done through an implantation surgery. The effects of xenogermination are instant, and will change the affected pawn upon the surgery's completion. Xenogerms have a minimum metabolic efficiency of -5. Pawns cannot receive xenogerms that would lower their efficiency below this value.&lt;br /&gt;
&lt;br /&gt;
Xenogerms completely overwrite a pawn's ''[[xenogene]]s'', genes which are not passed down through [[reproduction]]. This will outright remove xenotypes that are defined by ''xenogenes'', such as [[genies]] or [[sanguophages]]. Xenotypes using ''germline'' genes, such as [[impids]], will not have those genes removed. However, germline genes will be suppressed if they would conflict with the xenogerm. &lt;br /&gt;
For example, a Fast Runner xenogerm will completely suppress a Slow Runner germline gene.&lt;br /&gt;
&lt;br /&gt;
Multiple xenogerms can be implanted on the same pawn, though each one overwrites the last. This includes archite genes, which effectively means that any archite capsules previously spent on the pawn will be lost.&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
[[File:Gizmo xenogerm order implantation.png|75px|thumb|left]]&lt;br /&gt;
Since each xenogerm is unique, its implantation must be ordered manually. There are three ways to do this:&lt;br /&gt;
* Select the xenogerm. Click on the &amp;quot;Order implantation&amp;quot; gizmo. Select the desired patient from the list.&lt;br /&gt;
* Select your patient. Right-click the xenogerm, then click &amp;quot;Order implantation&amp;quot;.&lt;br /&gt;
* Select your patient. Open their health tab, then view their queued surgeries. Select &amp;quot;Add bill&amp;quot;, then choose &amp;quot;Implant xenogerm&amp;quot;. Choose the desired xenogerm from the list that appears.&lt;br /&gt;
&lt;br /&gt;
Once the bill is ready, a doctor will need to perform the implantation surgery. The operation requires 4 medicine of [[Herbal medicine|herbal quality]] or higher, and requires {{Ticks|2000}} of work.&lt;br /&gt;
&lt;br /&gt;
After implantation is complete, the patient will enter a &amp;quot;xenogermination coma&amp;quot;. This lasts about 2 days, depending on the quality of the surgery, and will cause a total inability to move. See the section below on more details on how this time is calculated.&lt;br /&gt;
&lt;br /&gt;
In addition, the patient's genes will need between {{Ticks/gametime/years|6000000}} and {{Ticks/gametime/years|8400000}} to regrow. Extracting their genes with a [[gene extractor]] during this time will kill them. However, it is safe to implant another xenogerm during this time.&lt;br /&gt;
&lt;br /&gt;
==== Breakdown of Xenogermination Time ====&lt;br /&gt;
There are a number of factors and specific effects on xenogermination time, which the list below will break down.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* The time spent in a xenogermination coma depends on the quality of the surgery, clamped within 0% and 100%&lt;br /&gt;
** At 0% quality, the duration will be 3 days&lt;br /&gt;
** At 100% quality, the duration will be 1 day&lt;br /&gt;
** This means that the duration in days can be found with the equation: 3 - (Quality × 2)&lt;br /&gt;
* The quality of the surgery depends on the following factors:&lt;br /&gt;
** The surgery has a base quality of 100%&lt;br /&gt;
** Multiplied by the [[medical surgery success chance]] of the surgeon.&lt;br /&gt;
** Multiplied by the [[surgery success chance factor]] of the patient's bed.&lt;br /&gt;
** Doubled if the doctor has an [[inspired surgery]]&lt;br /&gt;
** Multiplied by the [[Medical Potency]] of the medicine used, based on a &amp;lt;abbr title=&amp;quot;piecewise linear&amp;quot;&amp;gt;simple&amp;lt;/abbr&amp;gt; curve.&lt;br /&gt;
*** x0.7 at 0% potency, x1 at 100% potency, x1.3 at 200% potency&lt;br /&gt;
*** 88% for [[herbal medicine]] (60% potency)&lt;br /&gt;
*** 100% for [[Medicine|industrial medicine]] (100% potency)&lt;br /&gt;
*** 118% for [[glitterworld medicine]] (160% potency)&lt;br /&gt;
** Multiplied based on the overall complexity of the xenogerm&lt;br /&gt;
*** Factor starts at 100% at 0 complexity&lt;br /&gt;
*** -2% for each point of complexity&lt;br /&gt;
*** Minimum factor of 60%, at 20 points of complexity&lt;br /&gt;
** Multiplied based on patient's age&lt;br /&gt;
*** 100% up to age 20&lt;br /&gt;
*** -1.25% for each year after 20&lt;br /&gt;
*** Minimum of 50% at the age of 60&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The use of a xenogerm depends on what genes are contained within it, used to counter unfavorable genes from the germline such as weak melee damage on a [[Impid]] with a passion in melee, as a medical tool in the event of life-threatening illness with [[Genes#Health|Strong Immunity]]. When making a xenotype with hybrids or children ideally it should be applied within the infancy stage as the pawn cannot work or learn regardless, and the coma will be the least impactful.&lt;br /&gt;
&lt;br /&gt;
For purifying genepacks into just 1 or 2 genes, a xenogerm can be applied to a baseliner prisoner or any other undesirable pawn to kill them later with a [[Gene extractor]] and attempt to acquire a genepack with the desirable genes.&lt;br /&gt;
&lt;br /&gt;
Xenogerms also satisfy [[Traits#Body Modder|Body Modders]]. [[Ideology#Transhumanist|Transhumanists]] {{IdeologyIcon}} and subsequently disgust [[Traits#Body Purist|Body Purists]] and [[Ideoligion#Flesh_purity|Flesh Purists]],{{IdeologyIcon}} Purely cosmetic genes can be inserted into a Body Modder for a free {{+|4}} mood with no impact compared to other options like [[Denture|Dentures]]&lt;br /&gt;
&lt;br /&gt;
The only way to remove a xenogerm is to kill the pawn with a Gene extractor and [[Death#Resurrection|resurrect]] them.&lt;br /&gt;
&lt;br /&gt;
Xenogermination coma can technically be healed by a healer mech serum, but the item is too rare for this to be practical. However, if the mostly equivalent [[creepy joiner|unnatural healing]] is available (and tentacle limbs are not undesirable), there is little reason not to use it to instantly wake an important pawn.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Pawns will continue to create a xenogerm until they pass out.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Xenogerms with different genes and name stack in trade screen.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=144213</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=144213"/>
		<updated>2024-04-22T14:26:12Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General but also infobox and categories}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image =Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| type = Entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
A Revenant may be acquired from [[Events]] or Quests. The primary way of getting a Revenant is by having one spawn from an Anomaly spawn Event, in which case it will be initially invisible.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one can acquire a Revenant Spine from a Mysterious Cargo quest as a piece of cargo. In this case, immediately smashing the spine will not unlock the Revenant's codex entry.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Revenant is an advanced [[entity]] hunting for colonists to hypnotize. Colonists that have been caught by a Revenant will be plagued by a condition called [[Revenant hypnosis]], which makes the colonist incapable of doing any activities. After successfully hypnotizing a victim, the Revenant will flee and hide to hibernate, just to return eventually to find another victim. The Revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed. It is not limited only to the player's pawns, but is also capable of hypnotizing visiting guests and traders.&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will drop a [[Revenant spine]], which will unlock the [[Revenant invisibility]] dark research project. It will also stain the ground around it with an oily looking black stain, which is purely a cosmetic effect and not permanent. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant, or can be crushed to kill the revenant permanently, which will yield a [[shard]].&lt;br /&gt;
&lt;br /&gt;
A revenant cannot spawn if the colony's population is less than 4. In this case, even if all other advanced entities are already discovered and [[Void Provocation]] is performed, it will summon a known entity.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The revenant yields 4 [[bioferrite]] and 200W per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again.&lt;br /&gt;
&lt;br /&gt;
Fleeing or rather moving Revenants leave behind black scratches, which gives the player a chance to track their movement and get a sense of its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Additionally, hidden Revenants can be revealed with disruptor flares, explosives, EMP, or firefoam. Sometimes, damaging the specter will make it drop Revenant flesh which can be studied to better understand the creature, making it easier to find and track it down on the next encounter.&lt;br /&gt;
&lt;br /&gt;
A [[Proximity detector]] is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area.&lt;br /&gt;
&lt;br /&gt;
Revenants hypnosis can be cured by the [[Unnatural Healing]] ability.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[1.5.4069]] - Revenant flammability reduced, effectively fireproof.&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=144212</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=144212"/>
		<updated>2024-04-22T14:13:30Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: add bliss lobotomy, right next to trauma savant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get Alzheimer's at age 34.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.&lt;br /&gt;
* [[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;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a bad back at age 41.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured 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 can first get a cataract at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form 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 only has a 70% base chance to succeed.{{Check Tag|Fact Check|Not in .xml}} Also note that if the surgery fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a carcinoma from normal aging at age 23. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s{{RoyaltyIcon}}, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with [[luciferium]] or a [[healer mech serum]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at day 4&lt;br /&gt;
**15% at day 12&lt;br /&gt;
**25% at day 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get dementia from aging at age 69. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], 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 can first get frail at age 51.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 600 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 500 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 120 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get an artery blockage at age 21.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get hearing loss at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&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 [[Genes#Bloodfeeder|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 is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game time)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
|0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || 93023 || 1.6 days&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 1 day&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003612 || 16611 || 6.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005386 || 11141 || 4.5 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.064339 || 933 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&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;
! Graph&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game hours)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.00258 || 23256 || 9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || 4.1&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || 3208 || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from 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;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Manipulation]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{GraphChart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from 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;
== 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;
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]]. Male humans can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy.{{BiotechIcon}} It is currently unknown if there are other sources or if female humans can be affected.&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 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 resurrector mech serum can cure cirrhosis, including any DLC added healing methods.{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it. What about Luciferium for instance?}}&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]]{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it.}}&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;
|}&lt;br /&gt;
&lt;br /&gt;
There is a 12% chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain. Can affect animals.&lt;br /&gt;
&lt;br /&gt;
Note that while it does negate the [[consciousness]] penalty from all brain damage (even from scars that didn't cause savant to appear), it does not negate the missing health, or the potential pain from the scar. To treat those problems, you must treat the brain damage itself.&lt;br /&gt;
*Treatable with [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty and makes a pawn incapable of everything but combat, dumb labor, animal work and doctoring (without cheering up patients). Can generate on [[cultist]] raiders or be deliberately induced via a ritual.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Scenario system#Crashlanded|Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. &lt;br /&gt;
&lt;br /&gt;
Raw food has a flat 2% chance of giving food poisoning, while [[corpse]]s have a flat 5% 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 [[Skills#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;
:{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; align=&amp;quot;center&amp;quot; | 0 || style=&amp;quot;background-color:#F00000&amp;quot; align=&amp;quot;center&amp;quot; | 5.00% || rowspan=&amp;quot;10&amp;quot;| {{GraphChart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 4.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 2.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 1.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 1.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 0.25%&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 || align=&amp;quot;center&amp;quot; | 0.15%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9-20 || align=&amp;quot;center&amp;quot; | 0.10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* 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 minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune. &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]] does cure it, but this is never worthwhile. This effectively cripples the pawn for almost the full 24 hour cycle.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between &amp;quot;attacks&amp;quot; that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
{{Stub|section=1|reason=What is the effect of Toxic Environment Resistance vs Toxic Resistance}}&lt;br /&gt;
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. 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 avoiding interaction with the other sources can prevent buildup from them. If they are exposed to the 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.&lt;br /&gt;
&lt;br /&gt;
This buildup severity gained is proportional to the [[Toxic Resistance]] [[stat]] - thus, [[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}} Buildup can also be reduced through a variety of of other means including items such as the [[gas mask]] {{BiotechIcon}}, [[detoxifier kidney]] {{BiotechIcon}}, and [[detoxifier lung]] {{BiotechIcon}}, as well as [[genes]] such as [[Genes#Partial antitoxic lungs|Partial antitoxic lungs]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]], or [[Genes#Tox resistance|Tox resistance]] and [[Genes#Tox immunity|Tox immunity]].&lt;br /&gt;
&lt;br /&gt;
There is, effectively, a multiplier for each pawn on their toxic buildup accumulation from these indirect sources. This can vary between 15% faster buildup or 15% slower buildup than the average rate. There is no stat in the information panel to convey this variation, but it is static for a given pawn. This means that baseliner humans standing in pollution and a toxic fallout, with no Tox Resistance of any sort, can vary from either 68% to 92% buildup per day, rather than a constant 80%.&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;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC]], it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[Psycasts#Psycasts#Neural heat limit|neural heat limits]] when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 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|Psycasts#Psychic_breakdown|l1=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;
{{quote|&amp;quot;This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage.&amp;quot;|In-game description}}&lt;br /&gt;
A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day.{{Check Tag|Mechanitor Factor?|Mechanitor factor of 2 is detailed in the severity per day section of the code. What is this? Does it mean Mechanitors reduce in severity 2x as fast? Etc.}} This has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Manipulation]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Moving]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Vomiting]] {{MTB}}: {{Bad|1.5 days}}&lt;br /&gt;
* [[Mood]]: {{--|8}}&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. The process takes away .05 nutrition over 3-5 ticks{{Check Tag|Verify|I just vaguely recall this from watching it, someone please check my numbers. I also have no idea if body size changes nutrition lost}}, and causes 3-5 piles of [[Vomit]] to appear on the tile they're facing. A pawn laying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from laying 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;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[metabolism]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[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. Hopefully this gives you enough time to find a [[healer mech serum]] to heal the ailment, find another [[resurrector mech serum]] to attempt the resurrection again once the psychosis has run its course, or build a [[cryptosleep casket]] to give you time to find either serum. There are no other ways to cure the disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[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 more than 2 colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-50% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 50-60% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 60-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (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. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The maximum chance a particular treatment can succeed is 65%.&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|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;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideology_Min-Maxing&amp;diff=144210</id>
		<title>Ideology Min-Maxing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideology_Min-Maxing&amp;diff=144210"/>
		<updated>2024-04-22T11:25:11Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Other memes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Recode|reason=Links to the topics being talked about would make this a lot easier to parse without having to duplicate content - the rows precepts and memes and roles can be linked to directly}}&lt;br /&gt;
This is a guide '''purely about the gameplay aspects''' of the [[ideoligion]] system. You can play with ideologies however you want, from nudist cannibals to tunnelers deep underground. It is not necessary to min-max in order to enjoy the game. In order to get the most out of the Ideology expansion, it is recommended to ''not'' follow this guide unless you are doing some sort of difficult challenge run. Updated to 1.4.3555 (Feb. 2023).&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
With that being said, there are two notes about the scope of this guide:&lt;br /&gt;
# This guide is focused around Losing is Fun and 500% threat Losing is Fun. This primarily means that combat, and things that help combat, are given much more importance. (For the sake of sanity, [[wealth]] and [[wealth management]] are largely ignored)&lt;br /&gt;
# Even in a min-max standpoint, there are many different viable memes and meme choices.&lt;br /&gt;
&lt;br /&gt;
[[Ideoligion#Structure|Structures]] (Ideological, Abstract theist, etc.) and [[Ideoligion#Culture|cultures]] (Astropolitan, Corunan, etc.) do not matter. While the former can give access to rituals and styles, none are optimal.&lt;br /&gt;
&lt;br /&gt;
== Fluid vs Static Ideology ==&lt;br /&gt;
Pick fluid if you don't need specific memes immediately. Pick static if you do.&lt;br /&gt;
&lt;br /&gt;
Fluid has the advantage of adapting to a playthrough. You can settle in a mountain tile, live outside for a while, mine out a base, and then swap to Tunneler. If you've stopped using melee once you've built a [[killbox]], then you can create a Ranged weapon preference. Static has the advantage of starting with whatever memes you want in the early game. In particular, Pain is Virtue. Meanwhile, other memes, like the aforementioned Tunneler, can make starting out a bit harder.&lt;br /&gt;
&lt;br /&gt;
Fluid has a massive advantage if a [[sun blocker]]{{RoyaltyIcon}} is ever deployed against you. You can take Combat in Darkness for a huge accuracy buff, and either feed yourself with [[nutrifungus]] or [[sun lamp]]s.&lt;br /&gt;
&lt;br /&gt;
With a fluid ideology, you can delete all your rituals and create 6 new ones every time you reform the ideoligion. With Execution: Respected if Guilty, each guilty prisoner executed (just select &amp;quot;Execute&amp;quot; in the Prisoner tab) is +1 development point. Therefore, the first few reformations can be done relatively quickly.&lt;br /&gt;
&lt;br /&gt;
== The Big Two (memes) ==&lt;br /&gt;
There are two &amp;quot;main&amp;quot; [[meme]]s that are generally useful to just about any playthrough. These two have large, mostly irreplaceable perks, and their downsides are easily mitigated or nonexistent.&lt;br /&gt;
&lt;br /&gt;
===Supremacist===&lt;br /&gt;
[[File:Supremacist.png|64px]] Supremacist offers 2 main benefits: Corpses: Don't Care, and the Shooting Specialist / Melee Specialist. &lt;br /&gt;
&lt;br /&gt;
The ability to ignore corpses is a pretty valuable mood buff. Seeing corpses is an inevitability, and can really hurt mood during extended periods of combat. Helpful for cannibalism, too. Pain is Virtue, Cannibal, and Raider are the other memes with access to this precept. &lt;br /&gt;
&lt;br /&gt;
Only Supremacist and Raider have access to either combat specialist. Shooting Specialist has all the benefit from [[trigger-happy]], with greater accuracy than [[careful shooter]], with neither trait's downsides -  while stacking with the traits themselves. Marksman command gives all other colonists a substantial reduction in aiming and boost to accuracy. Melee Specialist gives an effective +8 Melee skill, boosted to +16 melee skill and 0.1x pain while under berserk trance. &lt;br /&gt;
&lt;br /&gt;
Even though both combat roles remove the ability for most skilled labor, they can still: clean &amp;amp; haul, tame animals, make art, and research. If you've ever had a dedicated researcher, then they could become a shooter. Most of the time, shooting specialist is preferred over melee:&lt;br /&gt;
# The bonuses to [[Melee Hit Chance|Melee Hit]] and [[Melee Dodge Chance|Dodge Chance]] have diminishing returns as skill increases, reducing its usefulness in the mid and late game, while an [[Aiming time]] reduction is always excellent.&lt;br /&gt;
# Marksman command affects everybody in range, while berserk trance is a self buff. Having 3 Shooting Specialists can provide the marksman command buff to your entire colony all day, every day.&lt;br /&gt;
&lt;br /&gt;
The only major downside of Supremacist is the -50 [[goodwill]] penalty for most factions. However, goodwill can always be bought with money. You can easily create allies by dropping [[human leather]] and [[flake]] using a [[transport pod]]. While Raider gives the same precept choices and roles, both Raiding precepts give a penalty to Global Work Speed, and force you spend time outside your base actually raiding. (Also, you can add the raiding precepts to supremacist and they'd be identical).&lt;br /&gt;
&lt;br /&gt;
If combat isn't an issue to your colony, then Supremacist loses a lot of its appeal.&lt;br /&gt;
&lt;br /&gt;
=== Human Primacy ===&lt;br /&gt;
[[File:Human primacy.png|64px]] Human Primacy gives exclusive access to Production Specialist. The only big negative is that you ''can't'' restrict yourself (and animal bonding).&lt;br /&gt;
&lt;br /&gt;
Production Specialist gives +1 quality to every crafted item, constructed building, and art piece (despite Art not being mentioned in the description). Highly skilled specialists have a very high chance to create Masterwork gear - 27% at skill 14, 50% at skill 20. Production Specialist is the only way to get Legendary items without inspired creativity. With the inspiration and high skill, you are almost guaranteed to make a legendary item. &lt;br /&gt;
&lt;br /&gt;
To put this into perspective:&lt;br /&gt;
* Better weapons - Become that much stronger in combat. Masterwork and Legendary weapons offer large bonuses to DPS, even when compared to Excellent.&lt;br /&gt;
* Better armor and clothing - All colonists protected better, both from damage and the elements. Apparel items last longer before becoming tattered.&lt;br /&gt;
* Better beds - Sleep less. More comfortable throughout the day, happier throughout the day.&lt;br /&gt;
* Better [[poker table]] + [[billiards table]] - Colonists need to recreate for less time.&lt;br /&gt;
The benefits of quality, especially at the highest levels, are of great benefit to every colony. Production specialists are also +50% faster at crafting, from any of the items listed above, to [[drug]] synthesis, to menial &amp;quot;Crafting&amp;quot; tasks like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. &lt;br /&gt;
&lt;br /&gt;
Even though this role prevents dumb labor and most other tasks, they can still do a lot of work, like stonecutting. Higher quality [[duster]]s, [[sculpture]]s, and [[armchair]]s, and faster drugs, are all great ways of making money when needed. At the very least, you can have them sit at a [[research bench]] all day. Higher quality for just about every item is worth 1-2 colonists being unable to do dumb labor.&lt;br /&gt;
&lt;br /&gt;
Human Primacy prevents animal bonding, the only debatable negative of this meme (loss of +5 mood for bonded pets). However, no bonding also means that your colonists won't become upset whenever a bonded animal dies. This can be a positive when raising combat pets, who, through training or tending, are more likely to attach to a colonist and eventually die.&lt;br /&gt;
&lt;br /&gt;
== Notable memes ==&lt;br /&gt;
&lt;br /&gt;
=== Pain is virtue ===&lt;br /&gt;
[[File:Pain is virtue.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Pain is virtue offers 2 main benefits:&lt;br /&gt;
* Pain: Idealized. Injuries are normally unpleasant. A mood buff instead makes it much harder for your pawns to break down during or after combat. &lt;br /&gt;
* Rough living. No penalty for ''Ate without Table'' or ''Slept on the Ground'', making it much easier to handle early game mood. No need for armchairs. No penalty for slept in heat/cold, which normally apply regardless of clothing.&lt;br /&gt;
In addition, you get access to skullspikes and Corpses: Don't Care, if you didn't get them from supremacist. &lt;br /&gt;
&lt;br /&gt;
At 2 main downsides:&lt;br /&gt;
* Scarification. Each scar increases pain by +4%, reducing a pawn's &amp;quot;health&amp;quot; before [[downed|Pain Shock]]. Extreme scarification causes enough pain to reduce Consciousness by -4%, reducing just about everything a colonist can do. The Scarification ritual also takes a ritual slot. This ritual can only be done if a colonist is not scarified enough.&lt;br /&gt;
* No comfort. No +10 mood for luxuriantly comfortable. The +2 mood from [[slab bed]]s helps, but doesn't make up once you can afford to make colonists comfortable.&lt;br /&gt;
&lt;br /&gt;
Overall, this meme is very strong, if only for idealized pain. A colony can quickly descend to madness (i.e., the &amp;quot;death spiral&amp;quot;) when colonists are injured ''and'' moody while the base is destroyed - something that raids tend to do. Even with the best killboxes, an inopportune drop pod can cause serious damage. Rough living is also great in the early game. Meanwhile, minor scarification only gives +4% pain, and gives no Consciousness debuff. Use Scarification: Minor unless you want to challenge yourself. Note that Guilty also gives Pain: Idealized, but is incompatible with supremacist. &lt;br /&gt;
&lt;br /&gt;
Minor scarification gives a net {{+|4}} mood (+3 from mild pain, +1 for scars themselves). More scars give more mood, though at the aforementioned Consciousness penalty. Combined with the +2 slab bed moodlet, and you get {{+|6}} mood all day, as opposed to a maximum of {{+|10}} ''Luxuriantly comfortable'' that decays when not sitting/sleeping. Before you have access to end tables/dressers, good regular beds, and armchairs, this meme is a net positive.&lt;br /&gt;
&lt;br /&gt;
=== Tunneler ===&lt;br /&gt;
[[File:Tunneler.png|64px]]Tunneler is a no-brainer for mountain bases. In general, living in a mountain is incredibly powerful. &lt;br /&gt;
&lt;br /&gt;
The [[overhead mountain]] roof completely blocks both [[mortar shell]]s and [[drop pod]]s from entering - negating 2 of the biggest raid threats (sieges and center drop pods). This comes at the cost of [[infestation]]s... but an infestation is often less dangerous than a drop pod raid with [[doomsday rocket launcher]]s.&lt;br /&gt;
&lt;br /&gt;
In specific, Tunneler gives all pawns the Indoors need, meaning it's amazing when settling on a mountain tile, but a weaker choice outside of one. They enjoy nutrifungus, which can be grown indoors, in temperature-controlled rooms, without the need for a [[sun lamp]]. Tunnelers can create fungal gravel, allowing them to grow said fungus under the mountain without a hassle. Finally, they don't mind cramped spaces.&lt;br /&gt;
&lt;br /&gt;
Tunnelers dislike being outdoors and dislike any crop other than nutrifungus. This makes the early game somewhat harder, as it takes a while to really mine under the mountain. With a fluid ideology, you can start by living in a mountain tile, but outside the mountain. Once you've settled and gain enough development points, you can add this meme, and live happily inside. Fluid ideoligions can also add Mining Specialist, use them to dig out a large base, then switch to another specialist afterwards.&lt;br /&gt;
&lt;br /&gt;
=== High life ===&lt;br /&gt;
[[File:High life.png|64px]]High life forces drugs to be essential. This can be easily mitigated, and this meme gives access to some possibly useful perks.&lt;br /&gt;
&lt;br /&gt;
[[Beer]] is a great way to satisfy the drug itch - it is considered a drug like any other. An adult can drink 1 beer per day without ever getting addicted. In addition to the mood &amp;amp; recreation from the beer itself, High Life gives a +3 moodlet for 0.75 days while avoiding the penalty for ''not'' using drugs. With only 1 drink, beer only gives -2% Manipulation. A beer a day can be combined with [[psychite tea]] every 2 days; tea decreases how much colonists need to rest for no statistical penalty. &lt;br /&gt;
*'''Safe dose intervals listed only apply for adults. People under 18 will need longer intervals.''' (If using the [[Biotech DLC]], you can see relevant intervals for any age if you highlight over the &amp;quot;Safe Dose Interval for Adults&amp;quot; stat in the drug's info screen)&lt;br /&gt;
&lt;br /&gt;
In addition to the drug requirement, you also get significant bonuses to drug synthesis speed, drug plant harvest yield, and drug sell price, as well as Plants Specialist. If you need or want to make money, then high life is one of the best memes for that.&lt;br /&gt;
&lt;br /&gt;
The other big positive is the [[autobong]]. You can create autobong traps, giving every organic raider that passes through -30% Consciousness and a further -10% Moving.&lt;br /&gt;
&lt;br /&gt;
Great synergy with the [[Genes#Drugs|drug dependency]] genes.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Transhumanist ===&lt;br /&gt;
[[File:Transhumanist.png|64px]] Transhumanist is resource-, power-, and time- heavy, but does come with pretty large benefits. Powerful in the late game, and viable to take as an entire-game ideoligion.&lt;br /&gt;
&lt;br /&gt;
Gives access to the [[sleep accelerator]] and [[neural supercharger]], increases [[biosculpter pod]] speed, removes penalty for the [[nutrient paste dispenser]], and gives mood buffs for artificial parts. Also gives research specialist. However, neural superchargers will eventually be demanded, with both accelerators and superchargers consuming lots of power and resources. Eventually, age reversal will also be demanded - every colonist will want to spend an absolute minimum of 2.61 days a year in the biosculpter. With access to [[Anomaly]] content, the Chronophagy Ritual also satisfies the requirement, though there is no mood buff, and a mood malus is inflicted for performing the ritual.&lt;br /&gt;
&lt;br /&gt;
Transhumanist demands for the neural supercharger and artificial body parts start at moderate [[expectations]] (80,000 colony wealth). Demand for age reversal starts at high expectations (180,000 colony wealth). Note that, like with [[body modder]], installing a [[denture]] is an easy implant for any pawn who isn't doing Social or Animal Taming work.&lt;br /&gt;
&lt;br /&gt;
=== Inhuman ===&lt;br /&gt;
[[File:Inhuman.png|64px]] While its flagship Inhumanization precept can be taken by any ideoligion, Inhuman still presents an interesting package.&lt;br /&gt;
&lt;br /&gt;
The Inhumanization precept itself is extremely powerful. It eliminates mood swings from social factors such as unhappy children or deaths in a pawn's family, prevents all sorts of social fight-inducing rivalries, allows use of tainted apparel and mutated body parts without penalty, makes temperature management a non-issue in all but the most extreme biomes, eliminates beauty and outdoor needs, and gives a massive +8 mood bonus at all times.&lt;br /&gt;
&lt;br /&gt;
Downsides are low-impact. While social-related mood boosts such as happy children are disabled, the elimination of associated penalties more than makes up for it by reducing the potential for serious crises to spiral out of control. The same applies to neutralizing beauty and outdoor moodlets – avoiding penalties from seeing blood splatters (or hiding undeground) during a crisis is more useful than getting a bonus from relaxing in a nice forest or art gallery on a peaceful day. Inhumanization also applies a -12 aptitude adjustment to Animals, Artistic, and Social, but this is easy to play around since pen animal farms are lucrative even with 0-skill handlers, an unskilled Production Specialist can still mass-produce sculptures quite profitably (with occasional high-quality works possible with psycast inspirations), and inhumanized colonists are so unlikely to break that [[Arrest Success Chance]] loses most of its relevance.&lt;br /&gt;
&lt;br /&gt;
For many colonies, inhumanization would be a net positive even without the constant +8 moodlet. The presence of the latter elevates it to an extremely powerful precept that should be considered for every playthrough.&lt;br /&gt;
&lt;br /&gt;
There remains the question of whether to take just the inhumanization precept, or the whole Inhuman meme. The latter option grants access to Corpses: Don't Care and Eating Nutrient Paste: Don't Mind, which normally require Pain is Virtue or Supremacist and Transhumanist respectively, all good memes but not necessarily present in any given playthrough. The only real drawback of the Inhuman meme itself is that Execution must be set to Respected if Guilty, whereas fluid ideoligions might prefer Required for easier development point generation.&lt;br /&gt;
&lt;br /&gt;
== Other memes ==&lt;br /&gt;
A lot of the other memes are low impact, or don't add much that you couldn't add with precepts, or are meant for challenges. This list assumes you adjust precepts as well.&lt;br /&gt;
&lt;br /&gt;
'''Generally good, low impact:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Good filler precepts.&lt;br /&gt;
*'''Collectivist:''' Work Drive: Tripled means that the &amp;quot;work drive&amp;quot; leader ability lasts for 9 days, 3x the time. Useful, but note that using work drive also means not having Combat Command or Leader Speech during the cooldown.&lt;br /&gt;
*'''Proselytizer:''' Makes it easier to convert others to your ideoligion, especially important if you start with only 1 colonist. Each conversion attempt upsets the pawn in question, but with many ideoligions, they'd be more upset not being converted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Good with notable downsides:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Has some benefit... with some downside. Some memes have bigger downsides than others.&lt;br /&gt;
*'''Blindsight:''' Blind means you are less effective at both work and combat. But with only Blinding: Respected, there are no mood penalties for being sighted, just a -8 opinion. There is a large catch - if you take Blindsight, many starting colonists / ritual-induced wanderers ''will be fully blind''. &lt;br /&gt;
** Most of the benefit comes with the [[Royalty DLC]]: the blinding ritual can turn [[bionic eye]]s into [[psycast]] levels, and being blind will increase psychic sensitivity by a net of +80%.{{RoyaltyIcon}} &lt;br /&gt;
*'''Cannibal:''' Can be extremely good if you need to rely on cannibalism, such as in the sea ice biome. Relatively better as difficulty increases, because raids are bigger (i.e., more food). However, there's a mood hit if you don't eat human meat for a while.&lt;br /&gt;
*'''Guilty:''' Gives access to Pain: Idealized without the full costs of pain is virtue. Charity: Worthwhile only gives -2 mood for not helping quests (but -6 if &amp;quot;travelers betrayed&amp;quot;, even if not by you). Guilty is incompatible with supremacist.&lt;br /&gt;
*'''Individualist:''' Gives access to Diversity of Thought precepts, making it easier to have a multi-ideoligion colony. This allows you to have multiple types of specialist, and lots of different [[ritual]]s, all with separate cooldowns. Incompatible with supremacist.&lt;br /&gt;
**A single ideoligion can receive the full benefit of player customization. For example, most ideoligions would suffer in a Tunneler colony, meaning it's better for the colony to convert them... losing the benefit of diversity of thought. In addition, many factions have forced precepts - pirate ideologies always have Raider, for instance, which is a negative if you don't want to raid. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Not required for their precepts:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Most (if not all) of the benefit of these ideoligions can be replicated by just adding their precepts to another ideoligion.&lt;br /&gt;
*'''Inhuman:''' Taking just the Inhumanization precept is a very strong option, but the whole meme is still worth considering. See [[#Inhuman]].&lt;br /&gt;
*'''Darkness:''' Combat in Darkness and Darklight Preferred can be obtained by any ideoligion - the only benefits from the meme are Mining Specialist and +5 mood for seeing an eclipse. Darkness can be very powerful in the right conditions, but you don't need the meme. See [[#Precepts]] for details.&lt;br /&gt;
*'''Female Supremacy / Male Supremacy:''' Just an opinion buff/malus for genders. Generally a colony won't be all female or all male.&lt;br /&gt;
*'''Loyalist:''' Loyalist doesn't add anything of note, except for the symbol burning ritual, and gives -10 goodwill with every faction. Incompatible with supremacist.&lt;br /&gt;
*'''Nature Primacy:''' While nature primacy's associated precepts all restrict your options (with 0 upside), you don't actually ''need'' to keep any nature-preserving precept. Therefore, a min-maxed nature primacy just gives you Plants Specialist. Incompatible with human primacy.&lt;br /&gt;
*'''Nudist:''' No armor means that pawns are liable to severe injury and death. (Plus, you can require nudism without the meme)&lt;br /&gt;
*'''Bloodfeeding:'''{{BiotechIcon}} You can obtain all the bloodfeeding related precepts, including Bloodfeeders: Revered, with a base ideoligion. The only benefit is that starting with Bloodfeeders gives access to the Deathrest research immediately. This also means that Tribal starts with this meme will begin with Electricity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Themed run:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Clear negatives that make it hard to recommend these memes for general purpose.&lt;br /&gt;
*'''Animal Personhood:''' Increased tamed chance and animal specialist can be good if you rely on combat animals. However, you lose out on meat eating and hunting.&lt;br /&gt;
*'''Flesh purity:''' Lost body parts are inevitable: -18 mood for any artificial part is incredibly rough. Absolutely no drugs removes your options with no compensation. Flesh purity gives access to Medical Specialist, but medical is the least required skill. A mid-game colony with regular medicine doesn't need a specialist to handle diseases, reach max surgery success, or tend to injuries. The specialist does give increased tend speed, and a mood buff for being tended. While this is a positive, it is limited in application.&lt;br /&gt;
*'''Raider:''' Raiding precepts give a -8% / -16% to global work speed, making colonists less effective at almost everything. Raiding can give a strong mood buff, but gives a strong mood penalty if you can't raid. Plus, each raid will force colonists out of your colony for a few days. As mentioned, supremacist gives access to everything raider has.&lt;br /&gt;
*'''Rancher:''' Mood hit for sowing non-hay plants (min: Low expectations), but makes it easier to tame animals, and gives access to Animals Specialist. Plants are more consistent than animals&lt;br /&gt;
*'''Tree Connection:''' Wood is valuable at many stages of the game, and cutting down trees is often the easiest way to get wood. If/when you don't need to cut down trees, then the Amazing Tree and lots of trees mood buffs can be a net positive. Gauranlen tree connection is notable, but pruning still takes lots of time away from colonists. It is rarely worth it because it is ''so'' much time. Possibly good with Fluid Ideology once you are wood independent.&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
Of the precepts that are not exclusive to memes...&lt;br /&gt;
&lt;br /&gt;
'''Precepts present in (and adjustable in) the base ideoligion:'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 12%&amp;quot; | Precept !! Reason&lt;br /&gt;
|-&lt;br /&gt;
|'''Execution:&amp;lt;br&amp;gt;Respected if Guilty''' &lt;br /&gt;
||Superior to Execution: Don't Care; gain mood for guilty execution with no downside. In addition, prisoner execution is one of the easiest ways for fluid ideoligions to gain development points (you don't need to do the execution ritual, just select execute on the prisoner tab). &lt;br /&gt;
&lt;br /&gt;
Execution: Required just gives +3 mood for 2 days for any execution, but gives -3 if you don't execute anyone in 30 days.&lt;br /&gt;
|-&lt;br /&gt;
|'''Diversity of Thought:&amp;lt;br&amp;gt;(Any)'''&lt;br /&gt;
|| Higher levels of bigotry give an increasing mood buff. Intense bigotry is a free +3 mood at the start of the game, with another +5 for being near a 2x2 [[table]] or anything else with a style. However, you are forced to convert everybody you want to recruit.  Bigotry is relatively better at the start of the game, and also good with some of the more exotic ideoligions - cannibals won't be very compatible with everybody else, for instance.&lt;br /&gt;
&lt;br /&gt;
Neutral / appreciated diversity gives you more leeway before conversion. Multiple ideoligions gives access to many different rituals, and possibly different specialists, too.&lt;br /&gt;
|-&lt;br /&gt;
|'''Cannibalism: Acceptable''' (or higher)&lt;br /&gt;
||Not allowing cannibalism reduces your options with no benefit. [[Human leather]] is quite valuable, while [[human meat]] can be used for [[chemfuel]], [[fine meal]]s, etc.&lt;br /&gt;
&lt;br /&gt;
Cannibalism: Preferred only gives a -2 mood penalty after not cannibalizing for a certain amount of time. Both Required precepts mean having to eat human meat every day, which requires enough human meat, to eat every day. If you have large enough raids, then the stronger cannibal precepts are easier to use.&lt;br /&gt;
|-&lt;br /&gt;
|'''Slavery: Acceptable'''&amp;lt;br&amp;gt;(possibly Honorable)&lt;br /&gt;
||Not allowing slavery reduces your options with no benefit. Even if you don't use slaves proper, it gives a negative moodlet for selling prisoners (to the [[empire]]{{RoyaltyIcon}}; organ harvesting is just better for profit).&lt;br /&gt;
&lt;br /&gt;
Slavery itself is not very appealing - the lowered [[Global Work Speed]], the inability to hold a weapon without increasing rebellion by 4x, slave rebellion in general, and high relative [[raid points]], makes Slavery: Honorable's requirement sub-optimal. In the late game, it is possible to keep slaves with their legs cut off solely for the purposes of a +10 mood buff.&lt;br /&gt;
|-&lt;br /&gt;
|'''Male Spouses: (Any)'''&lt;br /&gt;
||As female spouses. &lt;br /&gt;
&lt;br /&gt;
Polygamy means better mood for every relationship a pawn has, and less rebuffs overall, but rapid penalties if and when anyone dies. Allowing the entire colony to gain +20 for each wedding is a plus, but only 2 pawns can share a [[double bed]] at a time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Female Spouses: (Any)'''&lt;br /&gt;
||As male spouses. &lt;br /&gt;
&lt;br /&gt;
Polygamy means better mood for every relationship a pawn has, and less rebuffs overall, but rapid penalties if and when anyone dies. Allowing the entire colony to gain +20 for each wedding is a plus, but only 2 pawns can share a [[double bed]] at a time.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The following precepts allow for more options or greater stats, at 0 downside or opportunity cost:&lt;br /&gt;
*'''Organ Use: Acceptable'''&lt;br /&gt;
*'''Male Clothing: No Rules''' | '''Female Clothing: No Rules'''&lt;br /&gt;
*'''Insect Meat: Loved'''&lt;br /&gt;
*'''Skullspike: Desired'''&lt;br /&gt;
*'''Physical Love: Free and Approved'''&lt;br /&gt;
*'''Research: Very Fast''' - Note this doesn't just affect [[research]]ing but also scanning speed with the [[ground-penetrating scanner]] and [[Long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
'''Optional precepts:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 12%&amp;quot; |Precept !! Reason&lt;br /&gt;
|-&lt;br /&gt;
|'''Apostasy: Abhorrent'''&lt;br /&gt;
||Makes it harder to convert away from your ideoligion. Presumably you want to play with your ideoligion, right?&lt;br /&gt;
|-&lt;br /&gt;
|'''Combat in Darkness:&amp;lt;br&amp;gt;Darklight Preferred:'''&amp;lt;br&amp;gt;Take if in darkness&lt;br /&gt;
||Both precepts can be incredibly good in the right setup. Combat is a ''very'' large accuracy buff.  The +25% shooting accuracy is ''added'' (not multiplied) after all other accuracy factors are met, turning a &amp;quot;true&amp;quot; 28% shot to a 53% shot, and so on. Darklight is +4 mood with a darklight, while negating work/movement/mood penalties in regular darkness. Tunneler ideoligions can live underground and in darklight indefinitely. However, in the light, you will be less accurate and have a mood debuff.&lt;br /&gt;
&lt;br /&gt;
Incredibly powerful with a fluid ideology and [[sun blocker]].{{RoyaltyIcon}} Sunblockers will create complete darkness, and off-map sun blockers will persist until you actively go out and destroy it. Add both precepts to your fluid ideology, and you can take full advantage of the darkness. [[Nutrifungus]]' -3 moodlet can be taken for +4 for preferred darklight and the massive accuracy buff. Alternatively, a [[sun lamp]] can grow regular crops. Tunnelers actively enjoy eating fungus.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' For the combat precept: if the sun is out and the area is considered &amp;quot;outside&amp;quot;, then it does count as &amp;quot;lit&amp;quot; for combat, no matter how bright/dark the area is. Darklights are counted as &amp;quot;dark&amp;quot; for combat purposes. Finally, the combat precept only checks if the ''target'' is in light, and not the shooter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Modification: None or Approved'''&lt;br /&gt;
|| Both negative body modification precepts restrict your options with no benefit.&lt;br /&gt;
&lt;br /&gt;
For Modification: Approved - like with the body modder trait, you can install a [[denture]] on any non-Social pawn at very little downside, to avoid the no part penalty. You will still need medicine and a decent surgeon to do so, however. This precept only applies from Moderate expectations or higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trees: No Precept'''&amp;lt;br&amp;gt;Desired (late-game)&lt;br /&gt;
|| Wood is usually a very useful resource, and cutting down trees is the best way to do so.&lt;br /&gt;
&lt;br /&gt;
Trees: Desired could see use in a late game, fluid ideoligion, where you simply don't need wood anymore.&lt;br /&gt;
|-&lt;br /&gt;
|'''Raiding: No Precept'''&lt;br /&gt;
||  Raiding is difficult, going out to raid is difficult, hauling stuff from camps takes quite a few [[pack animal]]s. This is before considering the -8% / -16% Global Work Speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 12%&amp;quot; |Precept !! Reason&lt;br /&gt;
|-&lt;br /&gt;
|'''Growth Vats: No Precept'''{{BiotechIcon}} &amp;lt;br&amp;gt;(Usually)&lt;br /&gt;
||The usual strategy is to [[growth vat]] from embryo to 3 years, then (optionally) from 13 to 18. Naturally raising children from 3-13 results in very powerful pawns, and the growth vat speeds everything else up.&lt;br /&gt;
&lt;br /&gt;
Vats: Essential only applies when a child can believe in the ideoligion, e.g., when they are 3 or older. Thus, this precept demands full vat growth  - children grown this way have 0 passions, few skills, and 3 random traits. Faster kid growth speed could be useful late game, as the power of [[xenogerm]] editing makes up for reduced pawn quality.&lt;br /&gt;
&lt;br /&gt;
Vats: Prohibited makes children grow slower - 45 days slower for the entire embryo to 3 process - for a +1 mood buff just to the parent.&lt;br /&gt;
|-&lt;br /&gt;
|'''Child Labor: Encouraged'''{{BiotechIcon}}&lt;br /&gt;
||Both child labor precepts only check if the child is scheduled to work/recreation in the [[Schedule]] tab. A regular child set to anything will default to Recreation (Learning), then do whatever work they are assigned.  With Child Labor: Encouraged, children work, then do recreation. In both cases, children can work/learn after they're done, without triggering the negatives of the precept.&lt;br /&gt;
&lt;br /&gt;
Child Labor: Disapproved is a worse precept due to the increase in Learning. Children will gain skill XP while ''Lesson Learning'' or ''Work Watching'', but will immediately stop either task once Learning is at 100%. Increasing Learning rate decreases skill XP. &lt;br /&gt;
&lt;br /&gt;
As children can easily learn to maximum Growth Tier without a precept boosting it, Child Labor: Encouraged is better than none, due to the increase in work speed. This precept may require some micromanagement in order to reach max growth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodfeeders: (Any)'''{{BiotechIcon}}&lt;br /&gt;
||Bloodfeeders: Revered is great if you start with a bloodfeeder. &lt;br /&gt;
&lt;br /&gt;
Otherwise, [[Sanguophage]] quests can take a long while to appear. If you plan to just use bloodfeeders for their 6 organs, then Reviled gives another +5 moodlet for doing so. However, Sanguophage implantations can be incredibly useful, preventing death while curing scars / health problems a la [[luciferium]], at the cost of keeping a few legless [[prisoner]]s fed. No precept is a useful middle ground.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mechanoid labor: ?'''{{BiotechIcon}}&lt;br /&gt;
||With a solo [[mechanitor]], this precept is (eventually) a no brainer. However, there are a few tasks, like smithing gear, deep drilling, or research, that are colony-limiting, and that mechs cannot do for you. Even in a mechanitor playthrough, you'll need a way to get steel / plasteel / components early game, and [[tunneler]]s are only unlocked after defeating a [[diabolus]].&lt;br /&gt;
&lt;br /&gt;
Note: Because almost every mech starts with only 50% [[Global Work Speed]], adding +20% to raw GWS means that the work boost is actually greater than 20%. On an otherwise unboosted mech, 50% GWS turns into 70% GWS, which is a ''40%'' increase.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Adding the '''Slaughtering Animals''', '''Autonomous Weapons''', '''Drug Use''' (except Essential), '''Cutting Trees''', '''Killing Innocent Animals''', '''Meat Eating''' (both carnivore and vegetarian), and '''Mining''' precepts all restrict you with no upside.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
As mentioned in the memes section, Shooting Specialist and Production Specialist are the best combat-related roles. Shooting Specialist is +4 Shooting Skill and -40% Aiming Time for the entire colony through Marksman Command, not to mention all the benefits to the user. Production Specialist is +1 quality on every item they make, including weapons. If you have to pick only one: Production Specialist is better when [[wealth]] isn't an issue, or if combat isn't your main focus at all. Shooting Specialist is better for low wealth and when combat is important. For more details, see the [[#The Big Two (memes)]] section.&lt;br /&gt;
&lt;br /&gt;
Other specialists can be useful, especially in a Fluid ideoligion, where you can switch specialists as needed. Mining Specialist can be great in a Tunneler colony, then it can be swapped for Shooting Specialist once you have both 1. dug out your base, and 2. got some pawns that can afford to become shooting specialists.&lt;br /&gt;
&lt;br /&gt;
Note that you can have infinitely many specialists in a colony (e.g. multiple shooting specialists at once), but only 2 ''types'' of specialist. Also, remove any required apparel for each role - it comes with no benefit.&lt;br /&gt;
&lt;br /&gt;
== Style ==&lt;br /&gt;
If Diversity of Thought is neutral or any form of bigoted, then any combination of Techist, Totemic, and Rustic is the optimal style.&lt;br /&gt;
* Techist gives you access to styled [[autodoor]]s and [[shelf|shelves]], being the only style to do so. It also provides [[hex tile]], a research-less, nonflammable [[fine floor]]{{RoyaltyIcon}} made out of [[steel]], though it shares this advantage with Spikecore.&lt;br /&gt;
* Totemic gives styles to every building that techist does not have a style for. It also gives access to [[totemic slab (medium)]], a wood-based way to get style on the floor, and [[totemic boards]], a research-less but flammable [[fine floor]]{{RoyaltyIcon}} made out of wood.&lt;br /&gt;
* Rustic gives [[Rustic rug (medium)]], which is a [[cloth]]-based way to get style. Inferior to totemic slabs if wood is available, but still an optimal style to pick.&lt;br /&gt;
&lt;br /&gt;
If Diversity of Thought is Appreciated or Exalted, then give other factions these styles.&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
Firstly, set all the rituals you can to &amp;quot;Any Time&amp;quot;, rather than set date. Any Time rituals have a cooldown of 20 days (and can be done before then, at a quality penalty). Date rituals can only be done once every 60 days.&lt;br /&gt;
&lt;br /&gt;
There are 3 generally viable rituals that you can do any time:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Quality !! Consumed !! Misc&lt;br /&gt;
|-&lt;br /&gt;
|Social festival	&lt;br /&gt;
|| &lt;br /&gt;
* [[Roles#Leaders|Leader]] present &lt;br /&gt;
* Altar / ideogram (variable)&lt;br /&gt;
* [[Lectern]] (x50 wall material)&lt;br /&gt;
* Enough ritual seating (any [[stuff]], variable)&lt;br /&gt;
|| None&lt;br /&gt;
||Trains Social&lt;br /&gt;
|-&lt;br /&gt;
|Drum Festival&lt;br /&gt;
|| &lt;br /&gt;
*Lit [[campfire]]&lt;br /&gt;
*[[Drum]]s (fabric/leather + wood)&lt;br /&gt;
**50% of people, rounded up, will play a drum.&lt;br /&gt;
**Only drums being played count.&lt;br /&gt;
1 drum mandatory.&amp;lt;br&amp;gt;Only available if ideo is created as a tribal colony&lt;br /&gt;
|| None&lt;br /&gt;
|| May give +20%&amp;lt;br&amp;gt;[[Global Work Speed]] (24h)&lt;br /&gt;
&lt;br /&gt;
Highest mood bonus of any ritual&amp;lt;br&amp;gt;(tied with Dance Party)&lt;br /&gt;
|-&lt;br /&gt;
|Skylantern festival&lt;br /&gt;
|| &lt;br /&gt;
* No buildings&lt;br /&gt;
|| x4 [[wood]] / person&lt;br /&gt;
||Attracts visitors&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Other rituals:'''&lt;br /&gt;
* Dance Party is like Drum Festival, tied for highest mood bonuses, but with more expensive equipment, but pawns don't have to actually play a loudspeaker. Drum Festival is usually the preferred option, as it uses cheaper instruments. If not starting as a tribe, you can create your ideoligion with a Tribal start, save it, then load it with your desired scenario.&lt;br /&gt;
* Most rituals that consume items are... costly. [[Christmas tree]]s cost steel and wood. All the other sacrifice (building) require a set ideoligion. Generally, social festival / drum party can reach similar qualities but don't consume anything. &lt;br /&gt;
** Animal Sacrifice requires Human Primacy, is worse than social festival, but gives a chance for [[inspiration]]s. Good if you have animals, bad if you don't.&lt;br /&gt;
* Gladiator duel requires 2 prisoners or slaves that can walk, which is constraining in it of itself.&lt;br /&gt;
* Funerals cannot be done at any time.&lt;br /&gt;
All rituals receive innate quality based on your colony's [[expectations]], and the amount of people present.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
One of the best rewards is Random Recruit. This is an easy way to get colonists, without having to convert them first, and without abiding by the storyteller's &amp;quot;population intent&amp;quot;. While the wanderer will be entirely random, if you don't want them, then just kill them. As long as colonists don't see the death, all they'll get is {{--|3}} ''Colonist Died''. This is easily counteracted by the ritual. Both violent [[downing]] and death will impact your [[Raid points#Adaption factor|adaptation factor]], reducing the size of raids. Banishment also gives -3 mood, but does not cause adaptation, making it inferior.&lt;br /&gt;
&lt;br /&gt;
* [[Psyfocus]] can be good once you get high level [[psycast]]ers.{{RoyaltyIcon}} However, it doesn't help you until then. Good in a fluid ideoligion for those word of inspirations and the like.&lt;br /&gt;
* [[Goodwill|Faction goodwill]] can be bought with gifts. But, early game, it can help to call in allies/trade caravans, or to make a faction neutral.&lt;br /&gt;
* Ancient complexes give loot, but you'll have to send colonists to venture out of your colony.&lt;br /&gt;
* The other rewards are locked by memes, and in any case, are either monetary or a [[gauranlen tree]] sprout (the time cost of gauranlen pruning makes the tree not really worth it, even when you get pods for free).&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
[[Pew]] and [[small altar]] / [[ideogram]] tend to be the preferred option. Pews are created with wall materials, so you can create them before [[cotton plant]]s grow / before you get leather. Small altars are the cheapest altar, costing 50 wood/stone/steel. Ideograms cost 50 steel, but do not take up space.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Personal weapon preferences can change a lot depending on playstyle, difficulty, and base layout, so here are some notes:&lt;br /&gt;
&lt;br /&gt;
*'''Ranged / Melee''' - Ideally take neither, unless you want to add some challenge. Both ranged and melee have a role for the entire game. Either is viable if you do want that challenge, but pro-ranged is a much easier option. In the late game, when you have [[killbox]]es and enough firepower, Ranged only is entirely viable.&lt;br /&gt;
* '''Long shots / Short shots''' - In a mountain base, Short Shots is clearly preferred. Sieges are nowhere near the same threat level, negating one of the better niches of the Long Shots. Meanwhile,  [[chain shotgun]]s and the like are very useful against [[infestation]]s. Overall, &amp;quot;Long Shots&amp;quot; only covers 2 weapons. They both are useful, but niche outside of kiting builds.&lt;br /&gt;
* '''Melee piercer / Melee blunt''' - It is very easy to rely on one side of melee or the other, unless you get lucky with [[persona weapons]]{{RoyaltyIcon}}.&lt;br /&gt;
* '''Ranged Heavy / Ranged light''' - The only lategame weapon included in ranged light is the [[charge rifle]]. A notable weapon, sure, but there are many heavy weapons you can rely on for the majority of the game.&lt;br /&gt;
* '''Neolithic / Ultratech''' - The top tier craftable melee weapons, maces and longswords, are medieval and so you aren't benefited by or penalized for their no matter which you pick. However, there are no ultratech weapons without the [[Royalty DLC]]. If you have Royalty, take ultratech unless you're doing a slow tribal start, and even then swap to ultratech if you're using a fluid ideology as every melee pawn should be armed with one by the mid-game. If you don't have Royalty, neolithic helps with a Tribal / Naked Brutality early game and has no other impact.&lt;br /&gt;
&lt;br /&gt;
With fluid ideology, weapon choices become a lot easier. Prefer Neolithic at the start of a Lost Tribe, switch to something else in the lategame. Ranged heavy if you rely on [[Heavy SMG]]s, then Ranged light once you can afford [[charge rifle]]s. You can't change ideologies ''too'' much, but it is a lot more flexible.&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
If you don't have the [[Royalty DLC]], just pick 3 [[charge rifle]]s. Even with this DLC, charge rifles have their merit.&lt;br /&gt;
&lt;br /&gt;
With Royalty, relics give you the only 100% reliable way to get legendary [[persona weapon]]s, while legendary charge rifles can be crafted. [[Persona monosword]]s{{RoyaltyIcon}} are the best melee weapons in the game for pawns without the [[Genes#Strong melee damage|Strong Melee Damage]] gene,{{BiotechIcon}} with [[persona zeushammer]]s{{RoyaltyIcon}} coming in second and offering some other flexibility with their [[EMP]] damage. With the gene, zeushammers are better against humans regardless of armor, and the monosword is better against high health scale enemies like [[centipede]]s. This is because:&lt;br /&gt;
# [[Damage Types#Blunt|Blunt]] overkill mechanics make sure damage isn't wasted and a legendary zeushammer can one-shot a torso; and&lt;br /&gt;
# High health enemies tend to die from total damage over part destruction, and [[persona monosword]]s have higher base {{DPS}} as well as additional damage from the [[Damage Types#Cut|Cut]] damage type's cleaving ability.&lt;br /&gt;
&lt;br /&gt;
If you picked Ranged Heavy with a static ideoligion, then Minigun / Heavy SMG / Assault Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
== Apparel ==&lt;br /&gt;
[[Button-down shirt]]s are the best item in their slot, except for the uncraftable (and less protective) [[eltex shirt]].{{RoyaltyIcon}} Thus, strongly preferred button-down shirts is, more often than not, an entirely free +2 moodlet.&lt;br /&gt;
&lt;br /&gt;
Most of the other apparel will restrict your [[armor]] options. [[Cape]]s{{RoyaltyIcon}} are equivalent to [[duster]]s, but take slightly more work to create. However, if you'd want to get [[marine armor]] in the future, then the cape would get in the way.&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
Venerated animals give positive mood when present in your colony, and minus mood when they are killed.&lt;br /&gt;
&lt;br /&gt;
The best venerated animals are [[pen animals]] with some form of utility. Pen animals won't be targeted by raiders, and can be kept safely in a pen without much hassle from the player.&lt;br /&gt;
[[Horse]]s offer the fastest riding speed for [[caravan]]s. [[Boomalope]] can be milked for [[chemfuel]]. [[Cow]]s, and if your game can handle it, [[chicken]]s, offer renewable sources of animal product.&lt;br /&gt;
&lt;br /&gt;
You don't need to set venerated animals if you don't want to mess with animals. If a venerated animal dies outside (say, to [[toxic fallout]]), then you'll get the mood hit.&lt;br /&gt;
&lt;br /&gt;
== Preferred xenotypes ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Preferred [[xenotype]]s give {{+|2}} mood if ''every colonist'' is one of up to three preferred xenotypes. This turns to a {{--|2}} mood (or higher) if a single colonist is a different type. Prisoners and slaves don't count. Colonists will also have lowered opinion of other xenotypes.&lt;br /&gt;
&lt;br /&gt;
Generally, it isn't a great idea to set preferred xenotypes. If you want to recruit anyone of any other xenotype ever, then all your colonists will get upset. The recruit ritual reward will not force a preferred xenotype onto the wanderer. Player xenotypes can be extremely strong, but they are ''very'' rare to find in the game. Replicating a player-set xenotype using a [[gene assembler]] is incredibly difficult. This creates a clear problem.&lt;br /&gt;
&lt;br /&gt;
However: with Preferred Xenotypes set, you will get a colony-wide {{+|3}} moodlet ''per'' raider kill of a different xenotype, lasting for 10 days, up to 5 times. This is because [[opinion]] is lowered enough for them to be considered &amp;quot;rivals&amp;quot;. Up to +15 mood for every raid every 10 days is on a similar level to [[bloodlust]], and it stacks with bloodlust. Preferred xenotypes also gives an early game buff, before you start recruiting anyone. This buff may be strong enough to negate the {{--|4}} from disliked xenotypes, and {{--|6}} from xenotype self hatred, though note that the social penalty will end up increasing social fights.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it seems like you can't have a [[xenogerm]]-created xenotype become preferred. No fluid ideology cheese there.&lt;br /&gt;
&lt;br /&gt;
=== Xenotype info ===&lt;br /&gt;
With Biotech's default faction selection, Baseliners are more common from [[event]]s, while enemy factions are primarily composed of 5 separate xenotypes. Thus, there are 6 &amp;quot;common&amp;quot; xenotypes - but you can only pick 3. If you select factions closer to Core RimWorld, then baseliners become much more common, but pirates still come with a variety of xenohumans.&lt;br /&gt;
&lt;br /&gt;
Each of the four &amp;quot;artificial&amp;quot; xenotypes, Hussar, Highmate, Genie, and Sanguophage, are rare, but great at their respective role. As mentioned, player-created xenotypes are very rare, but can be extremely powerful. You'd need to rely on [[reproduction]] - and pass up on every good colonist in the meantime. &lt;br /&gt;
&lt;br /&gt;
1 Player xenotype + Baseliner + 1 other can be pretty good, especially with Core Rimworld factions, but this still comes with downsides.&lt;br /&gt;
&lt;br /&gt;
== Other factions ==&lt;br /&gt;
{{stub|section=1|reason=You can give other ideos roles to superscede the limitation on 2 types/ideo. Similarly building servant ideos - e.g. high life for drug production bonuses}}&lt;br /&gt;
If you're playing with the [[Empire]]{{RoyaltyIcon}}, make sure to edit their ideoligion and turn any Drug restrictions off. If you ever want to host a royal, then having access to mood-regulating drugs is incredibly helpful. With [[Biotech DLC]], the Empire also requires hosting [[hussar]]s - with any of the anti-drug precepts, they'll take a mood penalty for ingesting the [[go-juice]] they need to survive.&lt;br /&gt;
&lt;br /&gt;
Min-maxing other's ideoligions is completely unnecessary and time consuming. But regardless, here are some pointers:&lt;br /&gt;
* Make other factions have similar memes to yours,  ''except'' for Supremacist. More goodwill. Supremacist, Loyalist lower goodwill, so should be removed if possible.&lt;br /&gt;
* Give any other valid factions Individualist + Diversity of Thought: Exalted, so that they like being surrounded by a colony consisting of just your ideoligion. Impossible with most factions that start off hostile.&lt;br /&gt;
* If you are not playing a Transhumanist ideoligion, then give every possible faction the Transhumanist meme. This makes it easier for you to construct [[neural supercharger]]s and [[sleep accelerator]]s in the late game, without the [[biosculpter pod#Age reversal|age reversal]] / supercharger / body part requirement that the meme usually comes with.&lt;br /&gt;
* Watch out for preferred apparel. You can give outlander enemies apparel to remove their armor, and you should remove preferred apparel from allies to keep their armor (empire soldiers wearing [[flophat]]s are common).&lt;br /&gt;
* Any factions you don't want prisoners from can be given Pain is Virtue + Scarification: Extreme, to make them weaker.&lt;br /&gt;
* Add player-created preferred [[xenotype]]s{{BiotechIcon}} to other ideoligions, so that they can randomly appear throughout your game.&lt;br /&gt;
Pirates have a mostly set ideology in terms of memes, so there isn't too much you can do with them.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideology_Min-Maxing&amp;diff=144209</id>
		<title>Ideology Min-Maxing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideology_Min-Maxing&amp;diff=144209"/>
		<updated>2024-04-22T11:21:06Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Notable memes */ Let's start getting this updated for 1.5 :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Recode|reason=Links to the topics being talked about would make this a lot easier to parse without having to duplicate content - the rows precepts and memes and roles can be linked to directly}}&lt;br /&gt;
This is a guide '''purely about the gameplay aspects''' of the [[ideoligion]] system. You can play with ideologies however you want, from nudist cannibals to tunnelers deep underground. It is not necessary to min-max in order to enjoy the game. In order to get the most out of the Ideology expansion, it is recommended to ''not'' follow this guide unless you are doing some sort of difficult challenge run. Updated to 1.4.3555 (Feb. 2023).&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
With that being said, there are two notes about the scope of this guide:&lt;br /&gt;
# This guide is focused around Losing is Fun and 500% threat Losing is Fun. This primarily means that combat, and things that help combat, are given much more importance. (For the sake of sanity, [[wealth]] and [[wealth management]] are largely ignored)&lt;br /&gt;
# Even in a min-max standpoint, there are many different viable memes and meme choices.&lt;br /&gt;
&lt;br /&gt;
[[Ideoligion#Structure|Structures]] (Ideological, Abstract theist, etc.) and [[Ideoligion#Culture|cultures]] (Astropolitan, Corunan, etc.) do not matter. While the former can give access to rituals and styles, none are optimal.&lt;br /&gt;
&lt;br /&gt;
== Fluid vs Static Ideology ==&lt;br /&gt;
Pick fluid if you don't need specific memes immediately. Pick static if you do.&lt;br /&gt;
&lt;br /&gt;
Fluid has the advantage of adapting to a playthrough. You can settle in a mountain tile, live outside for a while, mine out a base, and then swap to Tunneler. If you've stopped using melee once you've built a [[killbox]], then you can create a Ranged weapon preference. Static has the advantage of starting with whatever memes you want in the early game. In particular, Pain is Virtue. Meanwhile, other memes, like the aforementioned Tunneler, can make starting out a bit harder.&lt;br /&gt;
&lt;br /&gt;
Fluid has a massive advantage if a [[sun blocker]]{{RoyaltyIcon}} is ever deployed against you. You can take Combat in Darkness for a huge accuracy buff, and either feed yourself with [[nutrifungus]] or [[sun lamp]]s.&lt;br /&gt;
&lt;br /&gt;
With a fluid ideology, you can delete all your rituals and create 6 new ones every time you reform the ideoligion. With Execution: Respected if Guilty, each guilty prisoner executed (just select &amp;quot;Execute&amp;quot; in the Prisoner tab) is +1 development point. Therefore, the first few reformations can be done relatively quickly.&lt;br /&gt;
&lt;br /&gt;
== The Big Two (memes) ==&lt;br /&gt;
There are two &amp;quot;main&amp;quot; [[meme]]s that are generally useful to just about any playthrough. These two have large, mostly irreplaceable perks, and their downsides are easily mitigated or nonexistent.&lt;br /&gt;
&lt;br /&gt;
===Supremacist===&lt;br /&gt;
[[File:Supremacist.png|64px]] Supremacist offers 2 main benefits: Corpses: Don't Care, and the Shooting Specialist / Melee Specialist. &lt;br /&gt;
&lt;br /&gt;
The ability to ignore corpses is a pretty valuable mood buff. Seeing corpses is an inevitability, and can really hurt mood during extended periods of combat. Helpful for cannibalism, too. Pain is Virtue, Cannibal, and Raider are the other memes with access to this precept. &lt;br /&gt;
&lt;br /&gt;
Only Supremacist and Raider have access to either combat specialist. Shooting Specialist has all the benefit from [[trigger-happy]], with greater accuracy than [[careful shooter]], with neither trait's downsides -  while stacking with the traits themselves. Marksman command gives all other colonists a substantial reduction in aiming and boost to accuracy. Melee Specialist gives an effective +8 Melee skill, boosted to +16 melee skill and 0.1x pain while under berserk trance. &lt;br /&gt;
&lt;br /&gt;
Even though both combat roles remove the ability for most skilled labor, they can still: clean &amp;amp; haul, tame animals, make art, and research. If you've ever had a dedicated researcher, then they could become a shooter. Most of the time, shooting specialist is preferred over melee:&lt;br /&gt;
# The bonuses to [[Melee Hit Chance|Melee Hit]] and [[Melee Dodge Chance|Dodge Chance]] have diminishing returns as skill increases, reducing its usefulness in the mid and late game, while an [[Aiming time]] reduction is always excellent.&lt;br /&gt;
# Marksman command affects everybody in range, while berserk trance is a self buff. Having 3 Shooting Specialists can provide the marksman command buff to your entire colony all day, every day.&lt;br /&gt;
&lt;br /&gt;
The only major downside of Supremacist is the -50 [[goodwill]] penalty for most factions. However, goodwill can always be bought with money. You can easily create allies by dropping [[human leather]] and [[flake]] using a [[transport pod]]. While Raider gives the same precept choices and roles, both Raiding precepts give a penalty to Global Work Speed, and force you spend time outside your base actually raiding. (Also, you can add the raiding precepts to supremacist and they'd be identical).&lt;br /&gt;
&lt;br /&gt;
If combat isn't an issue to your colony, then Supremacist loses a lot of its appeal.&lt;br /&gt;
&lt;br /&gt;
=== Human Primacy ===&lt;br /&gt;
[[File:Human primacy.png|64px]] Human Primacy gives exclusive access to Production Specialist. The only big negative is that you ''can't'' restrict yourself (and animal bonding).&lt;br /&gt;
&lt;br /&gt;
Production Specialist gives +1 quality to every crafted item, constructed building, and art piece (despite Art not being mentioned in the description). Highly skilled specialists have a very high chance to create Masterwork gear - 27% at skill 14, 50% at skill 20. Production Specialist is the only way to get Legendary items without inspired creativity. With the inspiration and high skill, you are almost guaranteed to make a legendary item. &lt;br /&gt;
&lt;br /&gt;
To put this into perspective:&lt;br /&gt;
* Better weapons - Become that much stronger in combat. Masterwork and Legendary weapons offer large bonuses to DPS, even when compared to Excellent.&lt;br /&gt;
* Better armor and clothing - All colonists protected better, both from damage and the elements. Apparel items last longer before becoming tattered.&lt;br /&gt;
* Better beds - Sleep less. More comfortable throughout the day, happier throughout the day.&lt;br /&gt;
* Better [[poker table]] + [[billiards table]] - Colonists need to recreate for less time.&lt;br /&gt;
The benefits of quality, especially at the highest levels, are of great benefit to every colony. Production specialists are also +50% faster at crafting, from any of the items listed above, to [[drug]] synthesis, to menial &amp;quot;Crafting&amp;quot; tasks like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. &lt;br /&gt;
&lt;br /&gt;
Even though this role prevents dumb labor and most other tasks, they can still do a lot of work, like stonecutting. Higher quality [[duster]]s, [[sculpture]]s, and [[armchair]]s, and faster drugs, are all great ways of making money when needed. At the very least, you can have them sit at a [[research bench]] all day. Higher quality for just about every item is worth 1-2 colonists being unable to do dumb labor.&lt;br /&gt;
&lt;br /&gt;
Human Primacy prevents animal bonding, the only debatable negative of this meme (loss of +5 mood for bonded pets). However, no bonding also means that your colonists won't become upset whenever a bonded animal dies. This can be a positive when raising combat pets, who, through training or tending, are more likely to attach to a colonist and eventually die.&lt;br /&gt;
&lt;br /&gt;
== Notable memes ==&lt;br /&gt;
&lt;br /&gt;
=== Pain is virtue ===&lt;br /&gt;
[[File:Pain is virtue.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Pain is virtue offers 2 main benefits:&lt;br /&gt;
* Pain: Idealized. Injuries are normally unpleasant. A mood buff instead makes it much harder for your pawns to break down during or after combat. &lt;br /&gt;
* Rough living. No penalty for ''Ate without Table'' or ''Slept on the Ground'', making it much easier to handle early game mood. No need for armchairs. No penalty for slept in heat/cold, which normally apply regardless of clothing.&lt;br /&gt;
In addition, you get access to skullspikes and Corpses: Don't Care, if you didn't get them from supremacist. &lt;br /&gt;
&lt;br /&gt;
At 2 main downsides:&lt;br /&gt;
* Scarification. Each scar increases pain by +4%, reducing a pawn's &amp;quot;health&amp;quot; before [[downed|Pain Shock]]. Extreme scarification causes enough pain to reduce Consciousness by -4%, reducing just about everything a colonist can do. The Scarification ritual also takes a ritual slot. This ritual can only be done if a colonist is not scarified enough.&lt;br /&gt;
* No comfort. No +10 mood for luxuriantly comfortable. The +2 mood from [[slab bed]]s helps, but doesn't make up once you can afford to make colonists comfortable.&lt;br /&gt;
&lt;br /&gt;
Overall, this meme is very strong, if only for idealized pain. A colony can quickly descend to madness (i.e., the &amp;quot;death spiral&amp;quot;) when colonists are injured ''and'' moody while the base is destroyed - something that raids tend to do. Even with the best killboxes, an inopportune drop pod can cause serious damage. Rough living is also great in the early game. Meanwhile, minor scarification only gives +4% pain, and gives no Consciousness debuff. Use Scarification: Minor unless you want to challenge yourself. Note that Guilty also gives Pain: Idealized, but is incompatible with supremacist. &lt;br /&gt;
&lt;br /&gt;
Minor scarification gives a net {{+|4}} mood (+3 from mild pain, +1 for scars themselves). More scars give more mood, though at the aforementioned Consciousness penalty. Combined with the +2 slab bed moodlet, and you get {{+|6}} mood all day, as opposed to a maximum of {{+|10}} ''Luxuriantly comfortable'' that decays when not sitting/sleeping. Before you have access to end tables/dressers, good regular beds, and armchairs, this meme is a net positive.&lt;br /&gt;
&lt;br /&gt;
=== Tunneler ===&lt;br /&gt;
[[File:Tunneler.png|64px]]Tunneler is a no-brainer for mountain bases. In general, living in a mountain is incredibly powerful. &lt;br /&gt;
&lt;br /&gt;
The [[overhead mountain]] roof completely blocks both [[mortar shell]]s and [[drop pod]]s from entering - negating 2 of the biggest raid threats (sieges and center drop pods). This comes at the cost of [[infestation]]s... but an infestation is often less dangerous than a drop pod raid with [[doomsday rocket launcher]]s.&lt;br /&gt;
&lt;br /&gt;
In specific, Tunneler gives all pawns the Indoors need, meaning it's amazing when settling on a mountain tile, but a weaker choice outside of one. They enjoy nutrifungus, which can be grown indoors, in temperature-controlled rooms, without the need for a [[sun lamp]]. Tunnelers can create fungal gravel, allowing them to grow said fungus under the mountain without a hassle. Finally, they don't mind cramped spaces.&lt;br /&gt;
&lt;br /&gt;
Tunnelers dislike being outdoors and dislike any crop other than nutrifungus. This makes the early game somewhat harder, as it takes a while to really mine under the mountain. With a fluid ideology, you can start by living in a mountain tile, but outside the mountain. Once you've settled and gain enough development points, you can add this meme, and live happily inside. Fluid ideoligions can also add Mining Specialist, use them to dig out a large base, then switch to another specialist afterwards.&lt;br /&gt;
&lt;br /&gt;
=== High life ===&lt;br /&gt;
[[File:High life.png|64px]]High life forces drugs to be essential. This can be easily mitigated, and this meme gives access to some possibly useful perks.&lt;br /&gt;
&lt;br /&gt;
[[Beer]] is a great way to satisfy the drug itch - it is considered a drug like any other. An adult can drink 1 beer per day without ever getting addicted. In addition to the mood &amp;amp; recreation from the beer itself, High Life gives a +3 moodlet for 0.75 days while avoiding the penalty for ''not'' using drugs. With only 1 drink, beer only gives -2% Manipulation. A beer a day can be combined with [[psychite tea]] every 2 days; tea decreases how much colonists need to rest for no statistical penalty. &lt;br /&gt;
*'''Safe dose intervals listed only apply for adults. People under 18 will need longer intervals.''' (If using the [[Biotech DLC]], you can see relevant intervals for any age if you highlight over the &amp;quot;Safe Dose Interval for Adults&amp;quot; stat in the drug's info screen)&lt;br /&gt;
&lt;br /&gt;
In addition to the drug requirement, you also get significant bonuses to drug synthesis speed, drug plant harvest yield, and drug sell price, as well as Plants Specialist. If you need or want to make money, then high life is one of the best memes for that.&lt;br /&gt;
&lt;br /&gt;
The other big positive is the [[autobong]]. You can create autobong traps, giving every organic raider that passes through -30% Consciousness and a further -10% Moving.&lt;br /&gt;
&lt;br /&gt;
Great synergy with the [[Genes#Drugs|drug dependency]] genes.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Transhumanist ===&lt;br /&gt;
[[File:Transhumanist.png|64px]] Transhumanist is resource-, power-, and time- heavy, but does come with pretty large benefits. Powerful in the late game, and viable to take as an entire-game ideoligion.&lt;br /&gt;
&lt;br /&gt;
Gives access to the [[sleep accelerator]] and [[neural supercharger]], increases [[biosculpter pod]] speed, removes penalty for the [[nutrient paste dispenser]], and gives mood buffs for artificial parts. Also gives research specialist. However, neural superchargers will eventually be demanded, with both accelerators and superchargers consuming lots of power and resources. Eventually, age reversal will also be demanded - every colonist will want to spend an absolute minimum of 2.61 days a year in the biosculpter. With access to [[Anomaly]] content, the Chronophagy Ritual also satisfies the requirement, though there is no mood buff, and a mood malus is inflicted for performing the ritual.&lt;br /&gt;
&lt;br /&gt;
Transhumanist demands for the neural supercharger and artificial body parts start at moderate [[expectations]] (80,000 colony wealth). Demand for age reversal starts at high expectations (180,000 colony wealth). Note that, like with [[body modder]], installing a [[denture]] is an easy implant for any pawn who isn't doing Social or Animal Taming work.&lt;br /&gt;
&lt;br /&gt;
=== Inhuman ===&lt;br /&gt;
[[File:Inhuman.png|64px]] While its flagship Inhumanization precept can be taken by any ideoligion, Inhuman still presents an interesting package.&lt;br /&gt;
&lt;br /&gt;
The Inhumanization precept itself is extremely powerful. It eliminates mood swings from social factors such as unhappy children or deaths in a pawn's family, prevents all sorts of social fight-inducing rivalries, allows use of tainted apparel and mutated body parts without penalty, makes temperature management a non-issue in all but the most extreme biomes, eliminates beauty and outdoor needs, and gives a massive +8 mood bonus at all times.&lt;br /&gt;
&lt;br /&gt;
Downsides are low-impact. While social-related mood boosts such as happy children are disabled, the elimination of associated penalties more than makes up for it by reducing the potential for serious crises to spiral out of control. The same applies to neutralizing beauty and outdoor moodlets – avoiding penalties from seeing blood splatters (or hiding undeground) during a crisis is more useful than getting a bonus from relaxing in a nice forest or art gallery on a peaceful day. Inhumanization also applies a -12 aptitude adjustment to Animals, Artistic, and Social, but this is easy to play around since pen animal farms are lucrative even with 0-skill handlers, an unskilled Production Specialist can still mass-produce sculptures quite profitably (with occasional high-quality works possible with psycast inspirations), and inhumanized colonists are so unlikely to break that [[Arrest Success Chance]] loses most of its relevance.&lt;br /&gt;
&lt;br /&gt;
For many colonies, inhumanization would be a net positive even without the constant +8 moodlet. The presence of the latter elevates it to an extremely powerful precept that should be considered for every playthrough.&lt;br /&gt;
&lt;br /&gt;
There remains the question of whether to take just the inhumanization precept, or the whole Inhuman meme. The latter option grants access to Corpses: Don't Care and Eating Nutrient Paste: Don't Mind, which normally require Pain is Virtue or Supremacist and Transhumanist respectively, all good memes but not necessarily present in any given playthrough. The only real drawback of the Inhuman meme itself is that Execution must be set to Respected if Guilty, whereas fluid ideoligions might prefer Required for easier development point generation.&lt;br /&gt;
&lt;br /&gt;
== Other memes ==&lt;br /&gt;
A lot of the other memes are low impact, or don't add much that you couldn't add with precepts, or are meant for challenges. This list assumes you adjust precepts as well.&lt;br /&gt;
&lt;br /&gt;
'''Generally good, low impact:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Good filler precepts.&lt;br /&gt;
*'''Collectivist:''' Work Drive: Tripled means that the &amp;quot;work drive&amp;quot; leader ability lasts for 9 days, 3x the time. Useful, but note that using work drive also means not having Combat Command or Leader Speech during the cooldown.&lt;br /&gt;
*'''Proselytizer:''' Makes it easier to convert others to your ideoligion, especially important if you start with only 1 colonist. Each conversion attempt upsets the pawn in question, but with many ideoligions, they'd be more upset not being converted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Good with notable downsides:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Has some benefit... with some downside. Some memes have bigger downsides than others.&lt;br /&gt;
*'''Blindsight:''' Blind means you are less effective at both work and combat. But with only Blinding: Respected, there are no mood penalties for being sighted, just a -8 opinion. There is a large catch - if you take Blindsight, many starting colonists / ritual-induced wanderers ''will be fully blind''. &lt;br /&gt;
** Most of the benefit comes with the [[Royalty DLC]]: the blinding ritual can turn [[bionic eye]]s into [[psycast]] levels, and being blind will increase psychic sensitivity by a net of +80%.{{RoyaltyIcon}} &lt;br /&gt;
*'''Cannibal:''' Can be extremely good if you need to rely on cannibalism, such as in the sea ice biome. Relatively better as difficulty increases, because raids are bigger (i.e., more food). However, there's a mood hit if you don't eat human meat for a while.&lt;br /&gt;
*'''Guilty:''' Gives access to Pain: Idealized without the full costs of pain is virtue. Charity: Worthwhile only gives -2 mood for not helping quests (but -6 if &amp;quot;travelers betrayed&amp;quot;, even if not by you). Guilty is incompatible with supremacist.&lt;br /&gt;
*'''Individualist:''' Gives access to Diversity of Thought precepts, making it easier to have a multi-ideoligion colony. This allows you to have multiple types of specialist, and lots of different [[ritual]]s, all with separate cooldowns. Incompatible with supremacist.&lt;br /&gt;
**A single ideoligion can receive the full benefit of player customization. For example, most ideoligions would suffer in a Tunneler colony, meaning it's better for the colony to convert them... losing the benefit of diversity of thought. In addition, many factions have forced precepts - pirate ideologies always have Raider, for instance, which is a negative if you don't want to raid. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Not required for their precepts:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Most (if not all) of the benefit of these ideoligions can be replicated by just adding their precepts to another ideoligion.&lt;br /&gt;
*'''Darkness:''' Combat in Darkness and Darklight Preferred can be obtained by any ideoligion - the only benefits from the meme are Mining Specialist and +5 mood for seeing an eclipse. Darkness can be very powerful in the right conditions, but you don't need the meme. See [[#Precepts]] for details.&lt;br /&gt;
*'''Female Supremacy / Male Supremacy:''' Just an opinion buff/malus for genders. Generally a colony won't be all female or all male.&lt;br /&gt;
*'''Loyalist:''' Loyalist doesn't add anything of note, except for the symbol burning ritual, and gives -10 goodwill with every faction. Incompatible with supremacist.&lt;br /&gt;
*'''Nature Primacy:''' While nature primacy's associated precepts all restrict your options (with 0 upside), you don't actually ''need'' to keep any nature-preserving precept. Therefore, a min-maxed nature primacy just gives you Plants Specialist. Incompatible with human primacy.&lt;br /&gt;
*'''Nudist:''' No armor means that pawns are liable to severe injury and death. (Plus, you can require nudism without the meme)&lt;br /&gt;
*'''Bloodfeeding:'''{{BiotechIcon}} You can obtain all the bloodfeeding related precepts, including Bloodfeeders: Revered, with a base ideoligion. The only benefit is that starting with Bloodfeeders gives access to the Deathrest research immediately. This also means that Tribal starts with this meme will begin with Electricity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Themed run:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Clear negatives that make it hard to recommend these memes for general purpose.&lt;br /&gt;
*'''Animal Personhood:''' Increased tamed chance and animal specialist can be good if you rely on combat animals. However, you lose out on meat eating and hunting.&lt;br /&gt;
*'''Flesh purity:''' Lost body parts are inevitable: -18 mood for any artificial part is incredibly rough. Absolutely no drugs removes your options with no compensation. Flesh purity gives access to Medical Specialist, but medical is the least required skill. A mid-game colony with regular medicine doesn't need a specialist to handle diseases, reach max surgery success, or tend to injuries. The specialist does give increased tend speed, and a mood buff for being tended. While this is a positive, it is limited in application.&lt;br /&gt;
*'''Raider:''' Raiding precepts give a -8% / -16% to global work speed, making colonists less effective at almost everything. Raiding can give a strong mood buff, but gives a strong mood penalty if you can't raid. Plus, each raid will force colonists out of your colony for a few days. As mentioned, supremacist gives access to everything raider has.&lt;br /&gt;
*'''Rancher:''' Mood hit for sowing non-hay plants (min: Low expectations), but makes it easier to tame animals, and gives access to Animals Specialist. Plants are more consistent than animals&lt;br /&gt;
*'''Tree Connection:''' Wood is valuable at many stages of the game, and cutting down trees is often the easiest way to get wood. If/when you don't need to cut down trees, then the Amazing Tree and lots of trees mood buffs can be a net positive. Gauranlen tree connection is notable, but pruning still takes lots of time away from colonists. It is rarely worth it because it is ''so'' much time. Possibly good with Fluid Ideology once you are wood independent.&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
Of the precepts that are not exclusive to memes...&lt;br /&gt;
&lt;br /&gt;
'''Precepts present in (and adjustable in) the base ideoligion:'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 12%&amp;quot; | Precept !! Reason&lt;br /&gt;
|-&lt;br /&gt;
|'''Execution:&amp;lt;br&amp;gt;Respected if Guilty''' &lt;br /&gt;
||Superior to Execution: Don't Care; gain mood for guilty execution with no downside. In addition, prisoner execution is one of the easiest ways for fluid ideoligions to gain development points (you don't need to do the execution ritual, just select execute on the prisoner tab). &lt;br /&gt;
&lt;br /&gt;
Execution: Required just gives +3 mood for 2 days for any execution, but gives -3 if you don't execute anyone in 30 days.&lt;br /&gt;
|-&lt;br /&gt;
|'''Diversity of Thought:&amp;lt;br&amp;gt;(Any)'''&lt;br /&gt;
|| Higher levels of bigotry give an increasing mood buff. Intense bigotry is a free +3 mood at the start of the game, with another +5 for being near a 2x2 [[table]] or anything else with a style. However, you are forced to convert everybody you want to recruit.  Bigotry is relatively better at the start of the game, and also good with some of the more exotic ideoligions - cannibals won't be very compatible with everybody else, for instance.&lt;br /&gt;
&lt;br /&gt;
Neutral / appreciated diversity gives you more leeway before conversion. Multiple ideoligions gives access to many different rituals, and possibly different specialists, too.&lt;br /&gt;
|-&lt;br /&gt;
|'''Cannibalism: Acceptable''' (or higher)&lt;br /&gt;
||Not allowing cannibalism reduces your options with no benefit. [[Human leather]] is quite valuable, while [[human meat]] can be used for [[chemfuel]], [[fine meal]]s, etc.&lt;br /&gt;
&lt;br /&gt;
Cannibalism: Preferred only gives a -2 mood penalty after not cannibalizing for a certain amount of time. Both Required precepts mean having to eat human meat every day, which requires enough human meat, to eat every day. If you have large enough raids, then the stronger cannibal precepts are easier to use.&lt;br /&gt;
|-&lt;br /&gt;
|'''Slavery: Acceptable'''&amp;lt;br&amp;gt;(possibly Honorable)&lt;br /&gt;
||Not allowing slavery reduces your options with no benefit. Even if you don't use slaves proper, it gives a negative moodlet for selling prisoners (to the [[empire]]{{RoyaltyIcon}}; organ harvesting is just better for profit).&lt;br /&gt;
&lt;br /&gt;
Slavery itself is not very appealing - the lowered [[Global Work Speed]], the inability to hold a weapon without increasing rebellion by 4x, slave rebellion in general, and high relative [[raid points]], makes Slavery: Honorable's requirement sub-optimal. In the late game, it is possible to keep slaves with their legs cut off solely for the purposes of a +10 mood buff.&lt;br /&gt;
|-&lt;br /&gt;
|'''Male Spouses: (Any)'''&lt;br /&gt;
||As female spouses. &lt;br /&gt;
&lt;br /&gt;
Polygamy means better mood for every relationship a pawn has, and less rebuffs overall, but rapid penalties if and when anyone dies. Allowing the entire colony to gain +20 for each wedding is a plus, but only 2 pawns can share a [[double bed]] at a time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Female Spouses: (Any)'''&lt;br /&gt;
||As male spouses. &lt;br /&gt;
&lt;br /&gt;
Polygamy means better mood for every relationship a pawn has, and less rebuffs overall, but rapid penalties if and when anyone dies. Allowing the entire colony to gain +20 for each wedding is a plus, but only 2 pawns can share a [[double bed]] at a time.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The following precepts allow for more options or greater stats, at 0 downside or opportunity cost:&lt;br /&gt;
*'''Organ Use: Acceptable'''&lt;br /&gt;
*'''Male Clothing: No Rules''' | '''Female Clothing: No Rules'''&lt;br /&gt;
*'''Insect Meat: Loved'''&lt;br /&gt;
*'''Skullspike: Desired'''&lt;br /&gt;
*'''Physical Love: Free and Approved'''&lt;br /&gt;
*'''Research: Very Fast''' - Note this doesn't just affect [[research]]ing but also scanning speed with the [[ground-penetrating scanner]] and [[Long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
'''Optional precepts:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 12%&amp;quot; |Precept !! Reason&lt;br /&gt;
|-&lt;br /&gt;
|'''Apostasy: Abhorrent'''&lt;br /&gt;
||Makes it harder to convert away from your ideoligion. Presumably you want to play with your ideoligion, right?&lt;br /&gt;
|-&lt;br /&gt;
|'''Combat in Darkness:&amp;lt;br&amp;gt;Darklight Preferred:'''&amp;lt;br&amp;gt;Take if in darkness&lt;br /&gt;
||Both precepts can be incredibly good in the right setup. Combat is a ''very'' large accuracy buff.  The +25% shooting accuracy is ''added'' (not multiplied) after all other accuracy factors are met, turning a &amp;quot;true&amp;quot; 28% shot to a 53% shot, and so on. Darklight is +4 mood with a darklight, while negating work/movement/mood penalties in regular darkness. Tunneler ideoligions can live underground and in darklight indefinitely. However, in the light, you will be less accurate and have a mood debuff.&lt;br /&gt;
&lt;br /&gt;
Incredibly powerful with a fluid ideology and [[sun blocker]].{{RoyaltyIcon}} Sunblockers will create complete darkness, and off-map sun blockers will persist until you actively go out and destroy it. Add both precepts to your fluid ideology, and you can take full advantage of the darkness. [[Nutrifungus]]' -3 moodlet can be taken for +4 for preferred darklight and the massive accuracy buff. Alternatively, a [[sun lamp]] can grow regular crops. Tunnelers actively enjoy eating fungus.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' For the combat precept: if the sun is out and the area is considered &amp;quot;outside&amp;quot;, then it does count as &amp;quot;lit&amp;quot; for combat, no matter how bright/dark the area is. Darklights are counted as &amp;quot;dark&amp;quot; for combat purposes. Finally, the combat precept only checks if the ''target'' is in light, and not the shooter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Modification: None or Approved'''&lt;br /&gt;
|| Both negative body modification precepts restrict your options with no benefit.&lt;br /&gt;
&lt;br /&gt;
For Modification: Approved - like with the body modder trait, you can install a [[denture]] on any non-Social pawn at very little downside, to avoid the no part penalty. You will still need medicine and a decent surgeon to do so, however. This precept only applies from Moderate expectations or higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trees: No Precept'''&amp;lt;br&amp;gt;Desired (late-game)&lt;br /&gt;
|| Wood is usually a very useful resource, and cutting down trees is the best way to do so.&lt;br /&gt;
&lt;br /&gt;
Trees: Desired could see use in a late game, fluid ideoligion, where you simply don't need wood anymore.&lt;br /&gt;
|-&lt;br /&gt;
|'''Raiding: No Precept'''&lt;br /&gt;
||  Raiding is difficult, going out to raid is difficult, hauling stuff from camps takes quite a few [[pack animal]]s. This is before considering the -8% / -16% Global Work Speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 12%&amp;quot; |Precept !! Reason&lt;br /&gt;
|-&lt;br /&gt;
|'''Growth Vats: No Precept'''{{BiotechIcon}} &amp;lt;br&amp;gt;(Usually)&lt;br /&gt;
||The usual strategy is to [[growth vat]] from embryo to 3 years, then (optionally) from 13 to 18. Naturally raising children from 3-13 results in very powerful pawns, and the growth vat speeds everything else up.&lt;br /&gt;
&lt;br /&gt;
Vats: Essential only applies when a child can believe in the ideoligion, e.g., when they are 3 or older. Thus, this precept demands full vat growth  - children grown this way have 0 passions, few skills, and 3 random traits. Faster kid growth speed could be useful late game, as the power of [[xenogerm]] editing makes up for reduced pawn quality.&lt;br /&gt;
&lt;br /&gt;
Vats: Prohibited makes children grow slower - 45 days slower for the entire embryo to 3 process - for a +1 mood buff just to the parent.&lt;br /&gt;
|-&lt;br /&gt;
|'''Child Labor: Encouraged'''{{BiotechIcon}}&lt;br /&gt;
||Both child labor precepts only check if the child is scheduled to work/recreation in the [[Schedule]] tab. A regular child set to anything will default to Recreation (Learning), then do whatever work they are assigned.  With Child Labor: Encouraged, children work, then do recreation. In both cases, children can work/learn after they're done, without triggering the negatives of the precept.&lt;br /&gt;
&lt;br /&gt;
Child Labor: Disapproved is a worse precept due to the increase in Learning. Children will gain skill XP while ''Lesson Learning'' or ''Work Watching'', but will immediately stop either task once Learning is at 100%. Increasing Learning rate decreases skill XP. &lt;br /&gt;
&lt;br /&gt;
As children can easily learn to maximum Growth Tier without a precept boosting it, Child Labor: Encouraged is better than none, due to the increase in work speed. This precept may require some micromanagement in order to reach max growth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodfeeders: (Any)'''{{BiotechIcon}}&lt;br /&gt;
||Bloodfeeders: Revered is great if you start with a bloodfeeder. &lt;br /&gt;
&lt;br /&gt;
Otherwise, [[Sanguophage]] quests can take a long while to appear. If you plan to just use bloodfeeders for their 6 organs, then Reviled gives another +5 moodlet for doing so. However, Sanguophage implantations can be incredibly useful, preventing death while curing scars / health problems a la [[luciferium]], at the cost of keeping a few legless [[prisoner]]s fed. No precept is a useful middle ground.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mechanoid labor: ?'''{{BiotechIcon}}&lt;br /&gt;
||With a solo [[mechanitor]], this precept is (eventually) a no brainer. However, there are a few tasks, like smithing gear, deep drilling, or research, that are colony-limiting, and that mechs cannot do for you. Even in a mechanitor playthrough, you'll need a way to get steel / plasteel / components early game, and [[tunneler]]s are only unlocked after defeating a [[diabolus]].&lt;br /&gt;
&lt;br /&gt;
Note: Because almost every mech starts with only 50% [[Global Work Speed]], adding +20% to raw GWS means that the work boost is actually greater than 20%. On an otherwise unboosted mech, 50% GWS turns into 70% GWS, which is a ''40%'' increase.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Adding the '''Slaughtering Animals''', '''Autonomous Weapons''', '''Drug Use''' (except Essential), '''Cutting Trees''', '''Killing Innocent Animals''', '''Meat Eating''' (both carnivore and vegetarian), and '''Mining''' precepts all restrict you with no upside.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
As mentioned in the memes section, Shooting Specialist and Production Specialist are the best combat-related roles. Shooting Specialist is +4 Shooting Skill and -40% Aiming Time for the entire colony through Marksman Command, not to mention all the benefits to the user. Production Specialist is +1 quality on every item they make, including weapons. If you have to pick only one: Production Specialist is better when [[wealth]] isn't an issue, or if combat isn't your main focus at all. Shooting Specialist is better for low wealth and when combat is important. For more details, see the [[#The Big Two (memes)]] section.&lt;br /&gt;
&lt;br /&gt;
Other specialists can be useful, especially in a Fluid ideoligion, where you can switch specialists as needed. Mining Specialist can be great in a Tunneler colony, then it can be swapped for Shooting Specialist once you have both 1. dug out your base, and 2. got some pawns that can afford to become shooting specialists.&lt;br /&gt;
&lt;br /&gt;
Note that you can have infinitely many specialists in a colony (e.g. multiple shooting specialists at once), but only 2 ''types'' of specialist. Also, remove any required apparel for each role - it comes with no benefit.&lt;br /&gt;
&lt;br /&gt;
== Style ==&lt;br /&gt;
If Diversity of Thought is neutral or any form of bigoted, then any combination of Techist, Totemic, and Rustic is the optimal style.&lt;br /&gt;
* Techist gives you access to styled [[autodoor]]s and [[shelf|shelves]], being the only style to do so. It also provides [[hex tile]], a research-less, nonflammable [[fine floor]]{{RoyaltyIcon}} made out of [[steel]], though it shares this advantage with Spikecore.&lt;br /&gt;
* Totemic gives styles to every building that techist does not have a style for. It also gives access to [[totemic slab (medium)]], a wood-based way to get style on the floor, and [[totemic boards]], a research-less but flammable [[fine floor]]{{RoyaltyIcon}} made out of wood.&lt;br /&gt;
* Rustic gives [[Rustic rug (medium)]], which is a [[cloth]]-based way to get style. Inferior to totemic slabs if wood is available, but still an optimal style to pick.&lt;br /&gt;
&lt;br /&gt;
If Diversity of Thought is Appreciated or Exalted, then give other factions these styles.&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
Firstly, set all the rituals you can to &amp;quot;Any Time&amp;quot;, rather than set date. Any Time rituals have a cooldown of 20 days (and can be done before then, at a quality penalty). Date rituals can only be done once every 60 days.&lt;br /&gt;
&lt;br /&gt;
There are 3 generally viable rituals that you can do any time:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Quality !! Consumed !! Misc&lt;br /&gt;
|-&lt;br /&gt;
|Social festival	&lt;br /&gt;
|| &lt;br /&gt;
* [[Roles#Leaders|Leader]] present &lt;br /&gt;
* Altar / ideogram (variable)&lt;br /&gt;
* [[Lectern]] (x50 wall material)&lt;br /&gt;
* Enough ritual seating (any [[stuff]], variable)&lt;br /&gt;
|| None&lt;br /&gt;
||Trains Social&lt;br /&gt;
|-&lt;br /&gt;
|Drum Festival&lt;br /&gt;
|| &lt;br /&gt;
*Lit [[campfire]]&lt;br /&gt;
*[[Drum]]s (fabric/leather + wood)&lt;br /&gt;
**50% of people, rounded up, will play a drum.&lt;br /&gt;
**Only drums being played count.&lt;br /&gt;
1 drum mandatory.&amp;lt;br&amp;gt;Only available if ideo is created as a tribal colony&lt;br /&gt;
|| None&lt;br /&gt;
|| May give +20%&amp;lt;br&amp;gt;[[Global Work Speed]] (24h)&lt;br /&gt;
&lt;br /&gt;
Highest mood bonus of any ritual&amp;lt;br&amp;gt;(tied with Dance Party)&lt;br /&gt;
|-&lt;br /&gt;
|Skylantern festival&lt;br /&gt;
|| &lt;br /&gt;
* No buildings&lt;br /&gt;
|| x4 [[wood]] / person&lt;br /&gt;
||Attracts visitors&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Other rituals:'''&lt;br /&gt;
* Dance Party is like Drum Festival, tied for highest mood bonuses, but with more expensive equipment, but pawns don't have to actually play a loudspeaker. Drum Festival is usually the preferred option, as it uses cheaper instruments. If not starting as a tribe, you can create your ideoligion with a Tribal start, save it, then load it with your desired scenario.&lt;br /&gt;
* Most rituals that consume items are... costly. [[Christmas tree]]s cost steel and wood. All the other sacrifice (building) require a set ideoligion. Generally, social festival / drum party can reach similar qualities but don't consume anything. &lt;br /&gt;
** Animal Sacrifice requires Human Primacy, is worse than social festival, but gives a chance for [[inspiration]]s. Good if you have animals, bad if you don't.&lt;br /&gt;
* Gladiator duel requires 2 prisoners or slaves that can walk, which is constraining in it of itself.&lt;br /&gt;
* Funerals cannot be done at any time.&lt;br /&gt;
All rituals receive innate quality based on your colony's [[expectations]], and the amount of people present.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
One of the best rewards is Random Recruit. This is an easy way to get colonists, without having to convert them first, and without abiding by the storyteller's &amp;quot;population intent&amp;quot;. While the wanderer will be entirely random, if you don't want them, then just kill them. As long as colonists don't see the death, all they'll get is {{--|3}} ''Colonist Died''. This is easily counteracted by the ritual. Both violent [[downing]] and death will impact your [[Raid points#Adaption factor|adaptation factor]], reducing the size of raids. Banishment also gives -3 mood, but does not cause adaptation, making it inferior.&lt;br /&gt;
&lt;br /&gt;
* [[Psyfocus]] can be good once you get high level [[psycast]]ers.{{RoyaltyIcon}} However, it doesn't help you until then. Good in a fluid ideoligion for those word of inspirations and the like.&lt;br /&gt;
* [[Goodwill|Faction goodwill]] can be bought with gifts. But, early game, it can help to call in allies/trade caravans, or to make a faction neutral.&lt;br /&gt;
* Ancient complexes give loot, but you'll have to send colonists to venture out of your colony.&lt;br /&gt;
* The other rewards are locked by memes, and in any case, are either monetary or a [[gauranlen tree]] sprout (the time cost of gauranlen pruning makes the tree not really worth it, even when you get pods for free).&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
[[Pew]] and [[small altar]] / [[ideogram]] tend to be the preferred option. Pews are created with wall materials, so you can create them before [[cotton plant]]s grow / before you get leather. Small altars are the cheapest altar, costing 50 wood/stone/steel. Ideograms cost 50 steel, but do not take up space.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Personal weapon preferences can change a lot depending on playstyle, difficulty, and base layout, so here are some notes:&lt;br /&gt;
&lt;br /&gt;
*'''Ranged / Melee''' - Ideally take neither, unless you want to add some challenge. Both ranged and melee have a role for the entire game. Either is viable if you do want that challenge, but pro-ranged is a much easier option. In the late game, when you have [[killbox]]es and enough firepower, Ranged only is entirely viable.&lt;br /&gt;
* '''Long shots / Short shots''' - In a mountain base, Short Shots is clearly preferred. Sieges are nowhere near the same threat level, negating one of the better niches of the Long Shots. Meanwhile,  [[chain shotgun]]s and the like are very useful against [[infestation]]s. Overall, &amp;quot;Long Shots&amp;quot; only covers 2 weapons. They both are useful, but niche outside of kiting builds.&lt;br /&gt;
* '''Melee piercer / Melee blunt''' - It is very easy to rely on one side of melee or the other, unless you get lucky with [[persona weapons]]{{RoyaltyIcon}}.&lt;br /&gt;
* '''Ranged Heavy / Ranged light''' - The only lategame weapon included in ranged light is the [[charge rifle]]. A notable weapon, sure, but there are many heavy weapons you can rely on for the majority of the game.&lt;br /&gt;
* '''Neolithic / Ultratech''' - The top tier craftable melee weapons, maces and longswords, are medieval and so you aren't benefited by or penalized for their no matter which you pick. However, there are no ultratech weapons without the [[Royalty DLC]]. If you have Royalty, take ultratech unless you're doing a slow tribal start, and even then swap to ultratech if you're using a fluid ideology as every melee pawn should be armed with one by the mid-game. If you don't have Royalty, neolithic helps with a Tribal / Naked Brutality early game and has no other impact.&lt;br /&gt;
&lt;br /&gt;
With fluid ideology, weapon choices become a lot easier. Prefer Neolithic at the start of a Lost Tribe, switch to something else in the lategame. Ranged heavy if you rely on [[Heavy SMG]]s, then Ranged light once you can afford [[charge rifle]]s. You can't change ideologies ''too'' much, but it is a lot more flexible.&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
If you don't have the [[Royalty DLC]], just pick 3 [[charge rifle]]s. Even with this DLC, charge rifles have their merit.&lt;br /&gt;
&lt;br /&gt;
With Royalty, relics give you the only 100% reliable way to get legendary [[persona weapon]]s, while legendary charge rifles can be crafted. [[Persona monosword]]s{{RoyaltyIcon}} are the best melee weapons in the game for pawns without the [[Genes#Strong melee damage|Strong Melee Damage]] gene,{{BiotechIcon}} with [[persona zeushammer]]s{{RoyaltyIcon}} coming in second and offering some other flexibility with their [[EMP]] damage. With the gene, zeushammers are better against humans regardless of armor, and the monosword is better against high health scale enemies like [[centipede]]s. This is because:&lt;br /&gt;
# [[Damage Types#Blunt|Blunt]] overkill mechanics make sure damage isn't wasted and a legendary zeushammer can one-shot a torso; and&lt;br /&gt;
# High health enemies tend to die from total damage over part destruction, and [[persona monosword]]s have higher base {{DPS}} as well as additional damage from the [[Damage Types#Cut|Cut]] damage type's cleaving ability.&lt;br /&gt;
&lt;br /&gt;
If you picked Ranged Heavy with a static ideoligion, then Minigun / Heavy SMG / Assault Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
== Apparel ==&lt;br /&gt;
[[Button-down shirt]]s are the best item in their slot, except for the uncraftable (and less protective) [[eltex shirt]].{{RoyaltyIcon}} Thus, strongly preferred button-down shirts is, more often than not, an entirely free +2 moodlet.&lt;br /&gt;
&lt;br /&gt;
Most of the other apparel will restrict your [[armor]] options. [[Cape]]s{{RoyaltyIcon}} are equivalent to [[duster]]s, but take slightly more work to create. However, if you'd want to get [[marine armor]] in the future, then the cape would get in the way.&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
Venerated animals give positive mood when present in your colony, and minus mood when they are killed.&lt;br /&gt;
&lt;br /&gt;
The best venerated animals are [[pen animals]] with some form of utility. Pen animals won't be targeted by raiders, and can be kept safely in a pen without much hassle from the player.&lt;br /&gt;
[[Horse]]s offer the fastest riding speed for [[caravan]]s. [[Boomalope]] can be milked for [[chemfuel]]. [[Cow]]s, and if your game can handle it, [[chicken]]s, offer renewable sources of animal product.&lt;br /&gt;
&lt;br /&gt;
You don't need to set venerated animals if you don't want to mess with animals. If a venerated animal dies outside (say, to [[toxic fallout]]), then you'll get the mood hit.&lt;br /&gt;
&lt;br /&gt;
== Preferred xenotypes ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Preferred [[xenotype]]s give {{+|2}} mood if ''every colonist'' is one of up to three preferred xenotypes. This turns to a {{--|2}} mood (or higher) if a single colonist is a different type. Prisoners and slaves don't count. Colonists will also have lowered opinion of other xenotypes.&lt;br /&gt;
&lt;br /&gt;
Generally, it isn't a great idea to set preferred xenotypes. If you want to recruit anyone of any other xenotype ever, then all your colonists will get upset. The recruit ritual reward will not force a preferred xenotype onto the wanderer. Player xenotypes can be extremely strong, but they are ''very'' rare to find in the game. Replicating a player-set xenotype using a [[gene assembler]] is incredibly difficult. This creates a clear problem.&lt;br /&gt;
&lt;br /&gt;
However: with Preferred Xenotypes set, you will get a colony-wide {{+|3}} moodlet ''per'' raider kill of a different xenotype, lasting for 10 days, up to 5 times. This is because [[opinion]] is lowered enough for them to be considered &amp;quot;rivals&amp;quot;. Up to +15 mood for every raid every 10 days is on a similar level to [[bloodlust]], and it stacks with bloodlust. Preferred xenotypes also gives an early game buff, before you start recruiting anyone. This buff may be strong enough to negate the {{--|4}} from disliked xenotypes, and {{--|6}} from xenotype self hatred, though note that the social penalty will end up increasing social fights.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it seems like you can't have a [[xenogerm]]-created xenotype become preferred. No fluid ideology cheese there.&lt;br /&gt;
&lt;br /&gt;
=== Xenotype info ===&lt;br /&gt;
With Biotech's default faction selection, Baseliners are more common from [[event]]s, while enemy factions are primarily composed of 5 separate xenotypes. Thus, there are 6 &amp;quot;common&amp;quot; xenotypes - but you can only pick 3. If you select factions closer to Core RimWorld, then baseliners become much more common, but pirates still come with a variety of xenohumans.&lt;br /&gt;
&lt;br /&gt;
Each of the four &amp;quot;artificial&amp;quot; xenotypes, Hussar, Highmate, Genie, and Sanguophage, are rare, but great at their respective role. As mentioned, player-created xenotypes are very rare, but can be extremely powerful. You'd need to rely on [[reproduction]] - and pass up on every good colonist in the meantime. &lt;br /&gt;
&lt;br /&gt;
1 Player xenotype + Baseliner + 1 other can be pretty good, especially with Core Rimworld factions, but this still comes with downsides.&lt;br /&gt;
&lt;br /&gt;
== Other factions ==&lt;br /&gt;
{{stub|section=1|reason=You can give other ideos roles to superscede the limitation on 2 types/ideo. Similarly building servant ideos - e.g. high life for drug production bonuses}}&lt;br /&gt;
If you're playing with the [[Empire]]{{RoyaltyIcon}}, make sure to edit their ideoligion and turn any Drug restrictions off. If you ever want to host a royal, then having access to mood-regulating drugs is incredibly helpful. With [[Biotech DLC]], the Empire also requires hosting [[hussar]]s - with any of the anti-drug precepts, they'll take a mood penalty for ingesting the [[go-juice]] they need to survive.&lt;br /&gt;
&lt;br /&gt;
Min-maxing other's ideoligions is completely unnecessary and time consuming. But regardless, here are some pointers:&lt;br /&gt;
* Make other factions have similar memes to yours,  ''except'' for Supremacist. More goodwill. Supremacist, Loyalist lower goodwill, so should be removed if possible.&lt;br /&gt;
* Give any other valid factions Individualist + Diversity of Thought: Exalted, so that they like being surrounded by a colony consisting of just your ideoligion. Impossible with most factions that start off hostile.&lt;br /&gt;
* If you are not playing a Transhumanist ideoligion, then give every possible faction the Transhumanist meme. This makes it easier for you to construct [[neural supercharger]]s and [[sleep accelerator]]s in the late game, without the [[biosculpter pod#Age reversal|age reversal]] / supercharger / body part requirement that the meme usually comes with.&lt;br /&gt;
* Watch out for preferred apparel. You can give outlander enemies apparel to remove their armor, and you should remove preferred apparel from allies to keep their armor (empire soldiers wearing [[flophat]]s are common).&lt;br /&gt;
* Any factions you don't want prisoners from can be given Pain is Virtue + Scarification: Extreme, to make them weaker.&lt;br /&gt;
* Add player-created preferred [[xenotype]]s{{BiotechIcon}} to other ideoligions, so that they can randomly appear throughout your game.&lt;br /&gt;
Pirates have a mostly set ideology in terms of memes, so there isn't too much you can do with them.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144133</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144133"/>
		<updated>2024-04-21T21:50:24Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Analysis, formatting}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]]}}&lt;br /&gt;
Creepy joiners are an exclusive event for the anomaly DLC. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Verify if you study imprisoned joiners}}&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. They usually have some great benefit, but come with large risks too.&lt;br /&gt;
&lt;br /&gt;
If rejected when they are asking to join your colony, they can either depart peacefully or attack you. &lt;br /&gt;
&lt;br /&gt;
Not all combinations are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
Main creepy joiner types:  (Each has its unique backstory and equipment)&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer&lt;br /&gt;
* Timeless one&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
* Perfect human (high skills, perfect memory trait)&lt;br /&gt;
* Occultist (research bonus)&lt;br /&gt;
* Unnatural healing (usable ability: once per 6 days, apply the effect of a [[Healer mech serum]] to a pawn, with a 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]], cannot self-target)&lt;br /&gt;
* Shambler overlord (Ability to create friendly Shamblers)&lt;br /&gt;
* Fleshcrafter (Ability to turn corpses into hostile fleshbeast)&lt;br /&gt;
* Alchemist (transmute steel skill) &lt;br /&gt;
* Joybringer (Gives a passive +3 mood boost to all human-like pawns controlled by the player)&lt;br /&gt;
* Death refusal (Has a health motiff (?) that allows pawn to be resurrected 4 times, replacing lost parts or organs but may lead to scars)&lt;br /&gt;
* Body mastery (completely removes the pawn's need for Food, Sleep, and Comfort)&lt;br /&gt;
* Psychic butcher (can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh)&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
They always come with a downside as well, which happens after a certain amount of time:&lt;br /&gt;
* Nothing&lt;br /&gt;
* Leaves&lt;br /&gt;
* Aggressive&lt;br /&gt;
* Aggressive when rejected&lt;br /&gt;
* Metalhorror&lt;br /&gt;
* Crumbling mind&lt;br /&gt;
* Entity jailbreaker &lt;br /&gt;
* Psychic agony&lt;br /&gt;
* Organ decay&lt;br /&gt;
* Disturbing&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence - kills the Creepy Joiner in the process&lt;br /&gt;
* Sightstealer attack&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144132</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144132"/>
		<updated>2024-04-21T20:50:28Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Analysis, formatting}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]]}}&lt;br /&gt;
Creepy joiners are an exclusive event for the anomaly DLC. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Verify if you study imprisoned joiners}}&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. They usually have some great benefit, but come with large risks too.&lt;br /&gt;
&lt;br /&gt;
If rejected when they are asking to join your colony, they can either depart peacefully or attack you. &lt;br /&gt;
&lt;br /&gt;
Not all combinations are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
Main creepy joiner types:  (Each has its unique backstory and equipment)&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer&lt;br /&gt;
* Timeless one&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
* Perfect human (high skills, perfect memory trait)&lt;br /&gt;
* Occultist (research bonus)&lt;br /&gt;
* Unnatural healing (usable ability: once per 6 days, apply the effect of a [[Healer mech serum]] to a pawn, with a 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]])&lt;br /&gt;
* Shambler overlord (Ability to create friendly Shamblers)&lt;br /&gt;
* Fleshcrafter (Ability to turn corpses into hostile fleshbeast)&lt;br /&gt;
* Alchemist (transmute steel skill) &lt;br /&gt;
* Joybringer (Gives a passive +3 mood boost to all human-like pawns controlled by the player)&lt;br /&gt;
* Death refusal (Has a health motiff (?) that allows pawn to be resurrected 4 times, replacing lost parts or organs but may lead to scars)&lt;br /&gt;
* Body mastery (completely removes the pawn's need for Food, Sleep, and Comfort)&lt;br /&gt;
* Psychic butcher (can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh)&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
They always come with a downside as well, which happens after a certain amount of time:&lt;br /&gt;
* Nothing&lt;br /&gt;
* Leaves&lt;br /&gt;
* Aggressive&lt;br /&gt;
* Aggressive when rejected&lt;br /&gt;
* Metalhorror&lt;br /&gt;
* Crumbling mind&lt;br /&gt;
* Entity jailbreaker &lt;br /&gt;
* Psychic agony&lt;br /&gt;
* Organ decay&lt;br /&gt;
* Disturbing&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence - kills the Creepy Joiner in the process&lt;br /&gt;
* Sightstealer attack&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144131</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144131"/>
		<updated>2024-04-21T20:49:52Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Analysis, formatting}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]]}}&lt;br /&gt;
Creepy joiners are an exclusive event for the anomaly DLC. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Verify if you study imprisoned joiners}}&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. They usually have some great benefit, but come with large risks too.&lt;br /&gt;
&lt;br /&gt;
If rejected when they are asking to join your colony, they can either depart peacefully or attack you. &lt;br /&gt;
&lt;br /&gt;
Not all combinations are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
Main creepy joiner types:  (Each has its unique backstory and equipment)&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer&lt;br /&gt;
* Timeless one&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
* Perfect human (high skills, perfect memory trait)&lt;br /&gt;
* Occultist (research bonus)&lt;br /&gt;
* Unnatural healing (usable ability: once per 6 days, apply the effect of a [[Healer Mech Serum]] to a pawn, with a 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]])&lt;br /&gt;
* Shambler overlord (Ability to create friendly Shamblers)&lt;br /&gt;
* Fleshcrafter (Ability to turn corpses into hostile fleshbeast)&lt;br /&gt;
* Alchemist (transmute steel skill) &lt;br /&gt;
* Joybringer (Gives a passive +3 mood boost to all human-like pawns controlled by the player)&lt;br /&gt;
* Death refusal (Has a health motiff (?) that allows pawn to be resurrected 4 times, replacing lost parts or organs but may lead to scars)&lt;br /&gt;
* Body mastery (completely removes the pawn's need for Food, Sleep, and Comfort)&lt;br /&gt;
* Psychic butcher (can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh)&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
They always come with a downside as well, which happens after a certain amount of time:&lt;br /&gt;
* Nothing&lt;br /&gt;
* Leaves&lt;br /&gt;
* Aggressive&lt;br /&gt;
* Aggressive when rejected&lt;br /&gt;
* Metalhorror&lt;br /&gt;
* Crumbling mind&lt;br /&gt;
* Entity jailbreaker &lt;br /&gt;
* Psychic agony&lt;br /&gt;
* Organ decay&lt;br /&gt;
* Disturbing&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence - kills the Creepy Joiner in the process&lt;br /&gt;
* Sightstealer attack&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=144130</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=144130"/>
		<updated>2024-04-21T20:41:15Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General but also infobox and categories}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image =Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| type = Entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
A Revenant may be acquired from [[Events]] or Quests. The primary way of getting a Revenant is by having one spawn from an Anomaly spawn Event, in which case it will be initially invisible.&lt;br /&gt;
Alternatively, one can acquire a Revenant Spine from a Mysterious Cargo quest as a piece of cargo.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Revenant is an advanced [[entity]] hunting for colonists to hypnotize. Colonists that have been caught by a Revenant will be plagued by a condition called [[Revenant hypnosis]], which makes the colonist incapable of doing any activities. After successfully hypnotizing a victim, the Revenant will flee and hide to hibernate, just to return eventually to find another victim. The Revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed. It is not limited only to the player's pawns, but is also capable of hypnotizing visiting guests and traders.&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will drop a [[Revenant spine]], which will unlock the [[Revenant invisibility]] dark research project. It will also stain the ground around it with an oily looking black stain, which is purely a cosmetic effect and not permanent. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant, or can be crushed to kill the revenant permanently, which will yield a [[shard]].&lt;br /&gt;
&lt;br /&gt;
A revenant cannot spawn if the colony's population is less than 4. In this case, even if all other advanced entities are already discovered and [[Void Provocation]] is performed, it will summon a known entity.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The revenant yields 4 [[bioferrite]] and 200W per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again.&lt;br /&gt;
&lt;br /&gt;
Fleeing or rather moving Revenants leave behind black scratches, which gives the player a chance to track their movement and get a sense of its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Additionally, hidden Revenants can be revealed with disruptor flares, explosives, EMP, or firefoam. Sometimes, damaging the specter will make it drop Revenant flesh which can be studied to better understand the creature, making it easier to find and track it down on the next encounter.&lt;br /&gt;
&lt;br /&gt;
A [[Proximity detector]] is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area.&lt;br /&gt;
&lt;br /&gt;
Revenants hypnosis can be cured by the [[Unnatural Healing]] ability.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[1.5.4069]] - Revenant flammability reduced, effectively fireproof.&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Infobox_main&amp;diff=137704</id>
		<title>Template talk:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Infobox_main&amp;diff=137704"/>
		<updated>2023-10-25T15:07:25Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Apparel properties */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Min. Handling Skill ==&lt;br /&gt;
&lt;br /&gt;
The minimum handling skill for most animals is out of date.  This is likely because there is no actual handling skill property in the XML files, so no one bothers to dig into the dev menus in-game to update them.  &lt;br /&gt;
&lt;br /&gt;
I am going to remove the handleskill property from the wiki and replace it as a derivative of wildness, which seems to be what it is based on.  This will likely need to be updated in the future if wildness levels are tweaked or more animals are added but for now it will be strictly based on the cut-offs of the current animals in the 1.1 version of the game. &lt;br /&gt;
&lt;br /&gt;
--[[User:Rookwood|Rookwood]] ([[User talk:Rookwood|talk]]) 15:51, 1 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Play Nice with other tables==&lt;br /&gt;
Is there a way to cause let the info box and other tables stack horizontally properly? It looks fine on pages that have a lot of text, but on short pages the tables (e.g. material and quality tables) end up pushed down to below the end of the main infobox leaving a massive white space in the middle of the article for example [[War mask]]. Is there a way to edit either this or the other tables to prevent this? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:08, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'll see if I can fix that. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:42, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Much appreciated! If it helps, I think its an issue with the [[Template:STDT]] tables rather than the infobox itself, wikitable class tables don't have the same issue. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 13:53, 17 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Should look better now. I put the STDT table in a div to make it float. Only did the one page for now. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:20, 4 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;table or other content&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::Awesome, thank you. I'll see about adding it to the templates then, rather than adding to every page. Page specific tables will still have to be implemented individually. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:44, 5 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Adding &lt;br /&gt;
:::::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:::::Prevents the content after the table from getting sandwiched between the table and the infobox and preserves formatting. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:30, 5 September 2020 (UTC) &lt;br /&gt;
::::::Arg never mind, this just recreates original issue but with content below being pushed below the infobox as well. Will keep experimenting. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:36, 5 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Ok so the solution above did work mostly, but had issues when you had an infobox or ToC that was longer than the single STDT table. IF you did not include the br with the clear, then any content after the table (inlcuding headings) would get sandwhiched between the table and the infobox. If you did include it, then there would be a wall of vertical whitespace for the remaining length of the infobox or ToC, and then it would work as expected. AS seen [https://rimworldwiki.com/index.php?title=Body_Parts&amp;amp;oldid=77897 here], this isn't exactly a good look. Until someone that knows about the .css and wiki formatting better than I do can come and get STDT tables to act like the wikitable class tables, I have a different solution. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;table or other content&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:It is a hack job, and will cause tables to appear inline if there is not a break or other content between them but its still an improvement. Going to start implementing it slowly, and see if there is an issue with this attempt at a fix as well. Preferably we'd just make STDT tables behave but I've made 0 progress on doing so, so this will have to do in the mean time. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 10:55, 1 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do I add valid parameters to the infobox? ==&lt;br /&gt;
&lt;br /&gt;
I just can't find info on that anywhere, beyond other wikis saying to suggest new parameters on the template's talk page. So here I am.&lt;br /&gt;
&lt;br /&gt;
The [[Hospital bed]] page is missing its +10% tend quality offset from the infobox, because there's no valid parameter for it. It actually is listed there, as &amp;quot;|medical qualty offset = 0.1&amp;quot;, but it doesn't show up on the page. I tried fixing the typo, but still nothing.&lt;br /&gt;
&lt;br /&gt;
If someone is going to add it, it's probably best to use a less ambiguous name. Probably just &amp;quot;Medical Tend Quality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Vercinger|Vercinger]] ([[User talk:Vercinger|talk]]) 21:18, 15 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'm not in a position to check in game atm, but do other beds or structures have different values? Because if Hospital Beds have a modifier and everything else doesn't '''OR''' everything else has the same value and only the Hospital Bed is different, then its not super necessary in the infobox and can instead be noted in the summary section. If all the beds have different values for example, then it will have to be added to the Template manually, but I can do that if you can provide the term the game uses. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:36, 16 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Only the Hospital Bed and Vitals Monitor have that modifier. But it just looks wrong to not have it in the summary box for easy comparison with the other beds. Someone who's quickly scanning through the pages to check if there's any benefit to tending wounds on Hospital Beds vs normal beds could easily miss it. I certainly did the first time.&lt;br /&gt;
&lt;br /&gt;
:: The ingame term is &amp;quot;Medical tend quality offset&amp;quot;. In the files it's &amp;quot;MedicalTendQualityOffset&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:: Thanks!&lt;br /&gt;
&lt;br /&gt;
:: [[User:Vercinger|Vercinger]] ([[User talk:Vercinger|talk]]) 16:43, 17 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvest Yield and some others aren't aware of multipliers at [[AI_Storytellers#Difficulty]] ==&lt;br /&gt;
&lt;br /&gt;
[[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 00:37, 24 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Apparel properties ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to add support for these apparel properties in the infobox, with underlying SMW properties:&lt;br /&gt;
* countsAsClothingForNudity (boolean) – the wiki currently doesn't show this information at all for most apparel, and for some it relies on prose, precluding the use of SMW queries which would be useful in other articles covering clothing-related precepts, the Naked Speed gene etc.&lt;br /&gt;
* developmentalStageFilter (list) – the wiki does include a comprehensive list of items wearable by children but in its current state it must be maintained by hand, there's no reason not to use an SMW property here&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Eating_(Biotech)&amp;diff=137703</id>
		<title>Thoughts/Memory Eating (Biotech)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Eating_(Biotech)&amp;diff=137703"/>
		<updated>2023-10-25T15:16:04Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: Created page with &amp;quot;&amp;lt;noinclude&amp;gt;{{Verified|1.4.3704}}&amp;lt;!-- Source: Biotech\Defs\ThoughtDefs\Thoughts_Memory_Eating.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt; {| {{STDT| sortable c_12 text-center}} ! Thou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.4.3704}}&amp;lt;!-- Source: Biotech\Defs\ThoughtDefs\Thoughts_Memory_Eating.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Ate baby food| Ate baby food]]&lt;br /&gt;
| I had to eat watery slop made for a child. It's not just tasteless; it's demoralizing.&amp;lt;br /&amp;gt;''Note: Only affects pawns above 3 years of age.'' || -5 || 1 || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mood&amp;diff=137702</id>
		<title>Mood</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mood&amp;diff=137702"/>
		<updated>2023-10-25T15:17:02Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: /* Eating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Split|destination=Thoughts|reason=Split this back into Mood and [[Thoughts]]. Page is unworkably large, and needs a TOC which it can't have without being massive.}}&lt;br /&gt;
&lt;br /&gt;
{{imagemargin|[[File:mood_preview.png|right]]|30px}}&lt;br /&gt;
Mood is a game mechanic that describes a colonists feelings based on thier environment and experiences, represented by a blue bar in the [[Needs|Needs tab]] tab ranging from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by game difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for.&lt;br /&gt;
&lt;br /&gt;
Prisoners with high mood are easier to recruit and less likely to break out or go berserk, colonists with a low enough mood for a long enough time may leave your colony. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=How often does mood tick - it can increase at 12/hour but is it once per hour, or does it increase at +2/10mins etc}}&lt;br /&gt;
[[File:Colonist needs beauty.png|frame|right|The Needs tab.]]Colonists have a &amp;quot;Mood (%)&amp;quot; and a &amp;quot;Mood Target&amp;quot;, shown in the [[Needs|Needs tab]]. A &amp;quot;Mood Target&amp;quot;, shown as a white triangle below the mood bar, is a representation of all the positive and negative [[thoughts]] held by a colonist and changes instantly depending on the colonists exact situation, while &amp;quot;Mood&amp;quot; is a blue bar that represents a colonist's mood in that exact moment. Pawns have a base mood of ?%{{Check Tag|Detail needed|Some sources say 32% before difficulty options others say 50% before difficulty options - verify in-game}} and the baseline is affected by the [[AI Storytellers#Colonist mood|Colonist Mood]] AI storyteller setting - note that the default difficulty options also change this setting.&lt;br /&gt;
&lt;br /&gt;
The Mood bar moves towards the Mood Target indicator at a maximum rate of {{+|12}} per [[time|in-game hour]] when mood is increasing or {{--|8}} per in-game hour when decreasing. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the mood target immediately jump to the right as the Hungry effect disappears, but the mood bar takes some time to inch its way toward the triangle. When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused.&lt;br /&gt;
&lt;br /&gt;
Three dividing lines on the mood bar, called the [[Mental Break Threshold]], represent mental danger zones- if the mood bar falls below these markers, there is a risk of a colonist having a [[Mental break]], where you will lose control over them and they will wander around and act against their and the colony's best interests. For a normal colonist, these lines are placed at 5% for an extreme break risk, 20% for a major break risk, and 35% for a minor break risk, although these thresholds can can changed by a colonist's [[traits]].&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
Mood as a percentage is calculated by adding the overall difference between positive and negative thoughts to the &amp;quot;Base mood&amp;quot;, a stat which is defined by your difficulty. For example, a pawn with ''Low expectations (+18)'' and ''Hungry (-6)'' on ''Peaceful'' difficulty will have a mood target of 54%. &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_25}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Difficulty !! Base Mood&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful          || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Community builder || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Adventure story   || align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
|-&lt;br /&gt;
| Strive to survive || align=&amp;quot;center&amp;quot; | 32&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust    || align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
|-&lt;br /&gt;
| Losing is Fun     || align=&amp;quot;center&amp;quot; | 22&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
The difficulty can be changed at any time during gameplay.&lt;br /&gt;
&lt;br /&gt;
==Mood management==&lt;br /&gt;
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]]. &lt;br /&gt;
&lt;br /&gt;
Managing mood shows similarities to Maslow's Hierarchy of Needs:&lt;br /&gt;
&lt;br /&gt;
===Basic Needs===&lt;br /&gt;
Keeping colonists fed, sheltered, well-rested, clothed, and as far from death as possible is the most important aspect of your colony. Food paste is disgusting but the penalty for a hungry colonist is much greater, otherwise make sure your colony is more than a sleeping spot on an open field- walls and roofs are your friend. Be sure to pay close attention to the traits of your colonists, some hate being outdoors and would rather be kept in a small room, some demand the freedom of nudity, and some are just miserable people. Otherwise your own choices as a player can have a significant impact- making your colonists commit cannibalism, steal people's organs, or forcing everyone to wear cowboy hats made of human skin usually outweigh giving them an extra hour of rest every day.&lt;br /&gt;
&lt;br /&gt;
===Safety needs===&lt;br /&gt;
Sickness and pain are going to be some of the greatest influences to the mood of your colony. Some colonist suffer from pre-existing scars or injuries which naturally lower their mood and you will have to overcompensate for these using other means. Providing clean, spacious, and well decorated bedrooms for each individual colonist, as well as a conformable place to eat and spend time when not working or sleeping, are generally some of the best ways to provide positive mood. The difference between the best and worst of environments can be as much as 60 mood points.&lt;br /&gt;
&lt;br /&gt;
===Social needs===&lt;br /&gt;
Having a lover or a pet, allowing colonists to socialize, and allotting time for recreational actives (time alone, entertainment, drugs) are all great sources of consistent positive mood. Beware that the death of a loved one, negative social interaction, and unfulfilled drug addictions can all result in negative mood. Providing beautiful work spaces with clean floors and [[quality]] furniture also passively increase mood. Consider spreading recreation time over the day to keep colonists' recreation need topped up at all times.&lt;br /&gt;
&lt;br /&gt;
===Passion===&lt;br /&gt;
Assigning colonists to work they are passionate for cause them to learn that specific skill faster and gain a significant boost to mood. &lt;br /&gt;
&lt;br /&gt;
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.&lt;br /&gt;
&lt;br /&gt;
[[Lavish meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.&lt;br /&gt;
&lt;br /&gt;
===Extreme measures===&lt;br /&gt;
&lt;br /&gt;
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if given the very best. If you don't want to deal with constant mental breaks, you have a few options.&lt;br /&gt;
&lt;br /&gt;
To have a mental break, a pawn must be awake and able to move.  This yields these strategies to prevent a mental break by inhibiting movement:&lt;br /&gt;
* Assigning the pawn to go to sleep (works for some hours until the rest bar fills up)&lt;br /&gt;
* Anesthetizing the pawn (decent for short periods, but costs medicine every time)&lt;br /&gt;
* Putting the pawn in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will)&lt;br /&gt;
* Using the level 2 [[psycast]] Neural heat dump to put the pawn in a psychic coma for one day (Another neural heat-generating psycast must be cast prior in order to use Neural heat dump) {{RoyaltyIcon}}&lt;br /&gt;
* The famous/infamous &amp;quot;cut their legs off&amp;quot; approach (install peg legs, then remove them).&lt;br /&gt;
&lt;br /&gt;
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.&lt;br /&gt;
&lt;br /&gt;
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''&lt;br /&gt;
&lt;br /&gt;
== Moodlet Table of Contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Room Stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation General| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation RoomStats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation TraitsPerm| Situation TraitsPerm]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Exotic==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Eating==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}{{Royalty|no category}}{{:Thoughts/Memory Eating (Royalty)}}{{Biotech|no category}}{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gatherings==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Room Stats==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's [[Impressiveness]] stat. Most rooms don't have the full range listed.&lt;br /&gt;
#Awful&lt;br /&gt;
#Dull&lt;br /&gt;
#Mediocre&lt;br /&gt;
#Decent&lt;br /&gt;
#Slightly impressive&lt;br /&gt;
#Somewhat Impressive (/ Impressive*)&lt;br /&gt;
#Very impressive&lt;br /&gt;
#Extremely impressive&lt;br /&gt;
#Unbelievably impressive&lt;br /&gt;
#Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
**Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Social#Lovers|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation General==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Needs==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation RoomStats==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Special==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|no category}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Traits==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation TraitsPerm==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts RoyalTitles==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts Ideoligion==&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thought Details==&lt;br /&gt;
====Justified execution====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Someone was organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====Justified execution of colonist====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Colonist organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====A prisoner was sold====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
====Ate fine meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate lavish meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate nutrient paste====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]].&lt;br /&gt;
&lt;br /&gt;
====Ate without table====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.&lt;br /&gt;
&lt;br /&gt;
====Ate raw food====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
====[[Beauty]]====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Hideous environment: When their opinion dips below 15.&lt;br /&gt;
*Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
*Ugly environment: When their opinion dips below 42.&lt;br /&gt;
*Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
*Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
*Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
====Bionics====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
*Body modder frustrated: no parts.&lt;br /&gt;
*Body modder pleased: 1 part.&lt;br /&gt;
*Body modder quite pleased: 2 parts.&lt;br /&gt;
*Body modder delighted: 3 parts.&lt;br /&gt;
*Body modder enchanted: 4 parts.&lt;br /&gt;
*Body modder overjoyed: 5 parts.&lt;br /&gt;
*Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
*Body purist squeamish: 1 part.&lt;br /&gt;
*Body purist disgusted: 2 parts.&lt;br /&gt;
*Body purist violated: 3 parts.&lt;br /&gt;
*Body purist horrified: 4 parts.&lt;br /&gt;
*Body purist nightmare: 5 parts.&lt;br /&gt;
*I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
====Cabin Fever (outdated information)====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
*Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
*Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.&lt;br /&gt;
&lt;br /&gt;
====Cannibalism====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
*Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
====Catharsis====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.&lt;br /&gt;
&lt;br /&gt;
====Cold====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
*Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
*Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
*Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
====My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died====&lt;br /&gt;
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.&lt;br /&gt;
&lt;br /&gt;
====Colonist banished====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
====Colonist left to die====&lt;br /&gt;
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
====Colonist left unburied====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
====Comfort====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
*Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
*Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
*Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
*Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
*Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
====Tainted apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
====Defeated hostile leader====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
====Disturbed sleep====&lt;br /&gt;
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Exhaustion====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
*Drowsy: When rest level dips below 28%.&lt;br /&gt;
*Tired: When rest level dips below 14%.&lt;br /&gt;
*Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
====Forced to take drugs====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
====Hot====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
*Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
*Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
*Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
*Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
====Human leather apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
====Hungover (pounding)====&lt;br /&gt;
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.&lt;br /&gt;
&lt;br /&gt;
====Hungover (strong)====&lt;br /&gt;
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.&lt;br /&gt;
&lt;br /&gt;
====Hungover (slight)====&lt;br /&gt;
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.&lt;br /&gt;
&lt;br /&gt;
====Hunger====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food.  See [[Saturation]].&lt;br /&gt;
*Hungry: When saturation level dips below 0.3.&lt;br /&gt;
*Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
*Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
**Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
**Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
**Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
**Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
====I Butchered humanlike====&lt;br /&gt;
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
====Imprisoned====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
====Insulted====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
====In darkness====&lt;br /&gt;
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (warm)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (tipsy)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (drunk)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (hammered)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
====Expectation moodlets====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}} || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}} || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}} || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}} || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}  || 182,000 - 308,000        || 8%  || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''  || 308,000 -  1,000,000,000 || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}  || {{--|6}} || ''N/A''                  || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====My organ harvested====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
====Naked====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
====New colony hope====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
====New colony optimism====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.&lt;br /&gt;
&lt;br /&gt;
====Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
*Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
*Pain (moderate): When pain reaches 15%.&lt;br /&gt;
*Pain (acute)： When pain reaches 40%.&lt;br /&gt;
*Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
*Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
*Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.&lt;br /&gt;
&lt;br /&gt;
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.&lt;br /&gt;
&lt;br /&gt;
====Psychic effects====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
*Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
*Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
*Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
====Sick====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
====Sleeping conditions====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
*Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
**This thought does not occur in unroofed rooms.&lt;br /&gt;
*Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
*Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature| {{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
*Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
====Someone's organ harvested====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
====Strange feeling====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
====Spacious interior====&lt;br /&gt;
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Cramped interior====&lt;br /&gt;
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Confined interior====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Was imprisoned====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
====Ratty apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
====Tattered apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
====We butchered humanlike====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* ? - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xs4hj5mdc2csl2ro&amp;topic_postId=xs9af03zo50ihyys&amp;topic_revId=xs9af03zo50ihyys&amp;action=single-view</id>
		<title>Topic:Xs4hj5mdc2csl2ro</title>
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		<updated>2023-10-25T15:20:35Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:D.C.Capybara&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:D.C.Capybara (page does not exist)&quot;&gt;&lt;bdi&gt;D.C.Capybara&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:D.C.Capybara&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:D.C.Capybara&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/D.C.Capybara&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/D.C.Capybara&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xs4hj5mdc2csl2ro&amp;amp;topic_showPostId=xs9af03zo50ihyys#flow-post-xs9af03zo50ihyys&quot;&gt;commented&lt;/a&gt; on &quot;countsAsClothingForNudity&quot; (&lt;em&gt;I just did, suggesting this and another similar improvement, but to be honest, I&amp;#039;m discouraged from helping out further by now. Being put...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xs4hj5mdc2csl2ro&amp;topic_postId=xs7d4w5mmq1ursxw&amp;topic_revId=xs7d4w5mmq1ursxw&amp;action=single-view</id>
		<title>Topic:Xs4hj5mdc2csl2ro</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xs4hj5mdc2csl2ro&amp;topic_postId=xs7d4w5mmq1ursxw&amp;topic_revId=xs7d4w5mmq1ursxw&amp;action=single-view"/>
		<updated>2023-10-24T18:36:33Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:D.C.Capybara&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:D.C.Capybara (page does not exist)&quot;&gt;&lt;bdi&gt;D.C.Capybara&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:D.C.Capybara&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:D.C.Capybara&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/D.C.Capybara&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/D.C.Capybara&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xs4hj5mdc2csl2ro&amp;amp;topic_showPostId=xs7d4w5mmq1ursxw#flow-post-xs7d4w5mmq1ursxw&quot;&gt;commented&lt;/a&gt; on &quot;countsAsClothingForNudity&quot; (&lt;em&gt;Yes, the idea was that someone will notice and edit the Infobox main template to map this data to an SMW propety, I don&amp;#039;t have permission...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tribal_headdress&amp;diff=137664</id>
		<title>Tribal headdress</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tribal_headdress&amp;diff=137664"/>
		<updated>2023-10-20T23:01:54Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Tribal headdress&lt;br /&gt;
|image = Tribal headdress.png&lt;br /&gt;
| description = Elegant traditional garb, often with religious significance. Improves social impact.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 2.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| production facility 2 = Hand tailor bench&lt;br /&gt;
| production facility 3 = Electric tailor bench&lt;br /&gt;
| work to make = 6000&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| stuff tags = Fabric&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| market value = 35.1&lt;br /&gt;
| armorbluntfactor = 0.20&lt;br /&gt;
| armorsharpfactor = 0.20&lt;br /&gt;
| armorheatfactor = 0.20 &lt;br /&gt;
| insulationcoldfactor = 0.1&lt;br /&gt;
| insulationheatfactor = 0.15&lt;br /&gt;
| mass base = .11&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| countsAsClothingForNudity = false&lt;br /&gt;
| thingCategories = Headgear&lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
}}&lt;br /&gt;
The '''tribal headdress''' is a tribal [[clothing]] item that covers the head. It provides a +15% increase to [[Social Impact]], minimal armor for the head and ears, and modest insulation.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Tribal headdresses can only be crafted by [[Scenario_system#New Tribe vs New Arrivals|New Tribes]] and can made at a [[{{P|Production Facility 1}}]], [[{{P|Production Facility 2}}]], or [[{{P|Production Facility 3}}]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. [[Leathers]] can't be used to craft tribal headdresses. [[Scenario_system#New Tribe vs New Arrivals|New Arrivals]] can never craft tribal headdresses.&lt;br /&gt;
&lt;br /&gt;
They can also be [[Trade|purchased]] from [[Tribal]] traders, or obtained from the following [[raider]] kinds:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribes#Trader|Trader]] || 100% || Normal || 50-180%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribes#Archer chief|Archer chief]] || 100% || Normal || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribes#Berserker chief|Berserker chief]] || 100% || Normal || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Social Impact}}&lt;br /&gt;
{{Apparel Social Impact Note|15}}&lt;br /&gt;
&lt;br /&gt;
When worn by a [[slave]],{{IdeologyIcon}} a tribal headdress increases the rate that [[suppression]] is lost by 10% per day. This stacks additively with all other forms of suppression loss rate offsets.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Tribal headdresses can be used to increase [[Social Impact]] in the very early game, before you have access to a [[hand tailor bench]]. [[Veil]]s cost less material, they take less work to make, they protect just as much against bullets, insulate better against temperature, and they cover the entire face, whilst the tribal headdress only covers the head and ears. Social Impact increases [[opinion]] impact (positive and negative), and boosts the qualify of certain [[ritual]]s{{IdeologyIcon}}. When used for rituals, only 1 person needs a headdress, and it can be taken off as soon as the ritual is over.&lt;br /&gt;
&lt;br /&gt;
Once you have researched [[Research#Complex clothing|Complex clothing]], there is even less purpose for this item. The [[hood]] offers the same protection, somewhat better heat insulation, costs the same amount of material and work to make, and offers +20% Social Impact instead of +15%.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should not be using a tribal headdress for combat, but if you have no other materials, then it offers ''some'' sort of protection. It is better to swap to some sort of helmet when engaging in battle. A steel [[simple helmet]] beats a [[hyperweave]] headdress, the best material of headdress, of the same quality. If you have spare hyperweave leftover, it's likely better to use it on the more protective veil instead.&lt;br /&gt;
&lt;br /&gt;
Thus, the tribal headdress has a very small niche: when you have access to fabric AND when you need a Social Impact boost, but before you have access to Complex Clothing. You may also want to use a tribal headdress if you obtain a particularly great / high quality one for protection in the early game.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cowboy_hat&amp;diff=137666</id>
		<title>Cowboy hat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cowboy_hat&amp;diff=137666"/>
		<updated>2023-10-20T23:03:17Z</updated>

		<summary type="html">&lt;p&gt;D.C.Capybara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Analysis lacking effects of Social Impact, comparison vs helmets and Royalty Hats, and overall value proposition}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Cowboy hat&lt;br /&gt;
| image = CowboyHat.png&lt;br /&gt;
| description = Stylish yet rugged, this hat keeps the sun and rain off - and it gives anyone who wears it a bit of extra charm. It is the most important part of traditional western attire.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 80&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 1800&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.5&lt;br /&gt;
| insulationcoldfactor = 0.1&lt;br /&gt;
| armorbluntfactor = 0.2&lt;br /&gt;
| armorsharpfactor = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| mass base = 0.14&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| countsAsClothingForNudity = false&lt;br /&gt;
| thingCategories = Headgear&lt;br /&gt;
| tags = IndustrialBasic, Western&lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
}}&lt;br /&gt;
The '''cowboy hat''' is a [[clothing]] item that covers the head. It provides a +10% increase to [[Social Impact]], minimal armor for the head and ears, and good insulation against heat.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
As a complicated garment, cowboy hats require [[Research#Complex clothing|Complex Clothing]] to be researched and can only be made at a [[hand tailor bench]] or an [[electric tailor bench]]. A cowboy hat requires 25 of any [[textile]] and 30 units of work.&lt;br /&gt;
&lt;br /&gt;
Cowboy hats can also be stripped from [[Outlanders]] or [[trade|purchased]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Social Impact}}&lt;br /&gt;
{{Apparel Social Impact Note|10}}&lt;br /&gt;
&lt;br /&gt;
When worn by a [[slave]],{{IdeologyIcon}} a cowboy hat increases the rate that [[suppression]] is lost by 5% per day. This stacks additively with all other forms of suppression loss rate offsets.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Cowboy hats are an easy way to protect from hot weather while also adding a bit of extra armor and a boost to [[Social Impact]].  For example, consider a pawn wearing [[button-down shirt]], [[pants]], and a [[duster]] (all normal quality, cloth).  This outfit gives +18.54&amp;amp;deg;C of insulation from heat.  Adding a cowboy hat to this outfit increases the heat insulation to +27.54&amp;amp;deg;C.  Compared to the [[tuque]]s and [[bowler hat]]s:&lt;br /&gt;
* All three hats offer the same coverage and armor&lt;br /&gt;
* [[Bowler hat]]s offer a slightly larger boost to social impact (+15% vs. +10%) but slightly less insulation from heat (40% vs. 50%)&lt;br /&gt;
* [[Tuque]]s offer significantly more insulation from cold (50% vs. 10%), but don't offer any insulation from heat or social impact boost&lt;br /&gt;
&lt;br /&gt;
Cowboy hats are especially useful when it comes to surviving heat waves in hot climates, such as deserts or even the extreme desert. Although it has low armor, the cowboy hat should be worn until your base is large and sustainable enough to power air conditioning in all workplaces, at which point it can be passed over for better armor. Arguably, the cowboy hat is better than the [[simple helmet]] in warmer climates (or even the [[flak helmet]] in extreme circumstances) before the mid-game, preventing pawns from getting the &amp;quot;hot&amp;quot; or &amp;quot;sweaty&amp;quot; mood malus or heatstroke, which reduces their work efficiency.&lt;br /&gt;
&lt;br /&gt;
Overall, the cowboy hat is a decent hat with an exceptional heat insulation while having a niche secondary use as a social impact booster. &lt;br /&gt;
&lt;br /&gt;
=== Social Impact ===&lt;br /&gt;
{{See also|Social Impact}}&lt;br /&gt;
The cowboy hat should not be used as a social-boosting hat unless it is only a side-benefit of its insulative abilities. The bowler hat provides a larger boost for fewer materials while if the [[Royalty DLC]] is installed, the [[coronet]] and [[top hat]] provide double the bonus. &lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>D.C.Capybara</name></author>
	</entry>
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