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	<updated>2026-04-06T06:02:47Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145822</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145822"/>
		<updated>2024-05-18T05:29:15Z</updated>

		<summary type="html">&lt;p&gt;Dandan550: /* Summary */  Creepjoiners can be studied once taken prisoner&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, but some of their side effects such as [[entities]] can be.&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;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&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;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&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.&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]].&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 “explodes”, 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. {{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.&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>Dandan550</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unnatural_corpse&amp;diff=143809</id>
		<title>Unnatural corpse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unnatural_corpse&amp;diff=143809"/>
		<updated>2024-04-18T07:07:48Z</updated>

		<summary type="html">&lt;p&gt;Dandan550: Created page with &amp;quot;An Unnatural Corpse is an entity that appears in your colony via events. It looks like a copy of your still living pawns. As soon as you get the corpse, it's original copy...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Unnatural Corpse is an [[entity]] that appears in your colony via events. It looks like a copy of your still living pawns. As soon as you get the corpse, it's original copy will suffer from a mood penalty as well as the corpse sometimes teleports near to it which causing an unique mental break where it will drag a random corpse to &amp;quot;present&amp;quot; to other pawns.&lt;br /&gt;
&lt;br /&gt;
There is no way to get rid of the corpse as it will reappear eventually. Once it &amp;quot;wakes&amp;quot; up, it will chase and hunt it's original, where the victim will be hypnotize for a several seconds before their brains got consumed. The unnatural corpse is virtually impossible to kill, having similar to a Ghoul's unnatural regeneration but faster.&lt;br /&gt;
&lt;br /&gt;
The only way to get rid of the corpse before it awakes is to study it which take several days. After that you'll get a notification that your colonist will able to remove the shard implanted on the corpse, which will destroy it. You can still keep it around optionally to study as it gives &amp;quot;advance research points&amp;quot; for the dark research tab.&lt;/div&gt;</summary>
		<author><name>Dandan550</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y31g1yalr93nxbus&amp;topic_postId=y31xxg0vzu1tqkw4&amp;topic_revId=y31xxg0vzu1tqkw4&amp;action=single-view</id>
		<title>Topic:Y31g1yalr93nxbus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y31g1yalr93nxbus&amp;topic_postId=y31xxg0vzu1tqkw4&amp;topic_revId=y31xxg0vzu1tqkw4&amp;action=single-view"/>
		<updated>2024-04-17T02:37:35Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Dandan550&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Dandan550 (page does not exist)&quot;&gt;&lt;bdi&gt;Dandan550&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Dandan550&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Dandan550 (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Dandan550&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Dandan550&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:Y31g1yalr93nxbus&amp;amp;topic_showPostId=y31xxg0vzu1tqkw4#flow-post-y31xxg0vzu1tqkw4&quot;&gt;commented&lt;/a&gt; on &quot;Naming of page&quot; (&lt;em&gt;Would be Creep Joiner instead. Since it write as it is a program just like those in mods.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Dandan550</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fleshbeasts&amp;diff=143687</id>
		<title>Fleshbeasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshbeasts&amp;diff=143687"/>
		<updated>2024-04-16T14:51:00Z</updated>

		<summary type="html">&lt;p&gt;Dandan550: need list for the other 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&amp;quot;Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeast&amp;quot;&lt;br /&gt;
Fleshbeast is an entity that either appears from an event or result of a [[Creepy joiner]] suddenly bursting into one, they can made via the &amp;quot;shape flesh&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
It is split into 4 types.&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
* [[Fingerspike]]&lt;br /&gt;
* &lt;br /&gt;
* [[Toughspike]]&lt;br /&gt;
* &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>Dandan550</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Entities&amp;diff=143685</id>
		<title>Entities</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Entities&amp;diff=143685"/>
		<updated>2024-04-16T15:01:30Z</updated>

		<summary type="html">&lt;p&gt;Dandan550: /* Containment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
'''Entities''' are the major threats of the [[Anomaly DLC]]. After a colonist investigates the monolith, entities will begin to spawn. All entities will appear in the Entity Codex after being discovered.&lt;br /&gt;
Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will be automatically set to study them which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
&lt;br /&gt;
For more information while this page is under construction, see [[Anomaly]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
== Containment ==&lt;br /&gt;
There are two ways to secure an Entity for study once it has been downed, with a '''Holding Spot''' or with a '''Holding Platform'''. Both structures are 3x3.The Holding Spot builds instantly and costs nothing, but is less effective at restraining an Entity than a Holding Platform, at 70% efficiency. Each Entity has a Min. Containment Strength which, if not exceeded by the Containment Strength of the Holding Spot/Platform, will allow the entity to quickly break free and either attack or escape. If the Containment Strength exceeds the Min. Containment Strength of the Entity (which can be found on the Stats page of a given Entity under &amp;quot;Containment&amp;quot;) the duration between break outs significantly increases. Generally, the stronger the entity the higher the Min Containment Strength of that entity.&lt;br /&gt;
&lt;br /&gt;
The Holding Spot and Holding Platform do not appear to intrinsically provide any bonus to containment, but instead derive their strength from other factors. These include:&lt;br /&gt;
- How brightly illuminated the room is&lt;br /&gt;
- The average HP of the walls&lt;br /&gt;
- The average HP of the door &lt;br /&gt;
- If the floor is covered with Biorferrite Plate&lt;br /&gt;
- If any special facilities are present, such as the Shard Inhibitor or Bioferrite Harvestor&lt;br /&gt;
- The temperature of the room&lt;br /&gt;
- If other Entities are also restrained in the room&lt;br /&gt;
&lt;br /&gt;
Thus a Containment Cell (the room type of a room with a Holding Spots or Holding Platform in it) with only one occupant, restrained in a Holding Platform, in a brightly lit room, made with uranium doors and walls, will be much more secure than a Containment Cell with multiple occupants, restrained in Holding Spots, in an unlit room, made with wooden doors and walls. Also a badly injured entity will unable to breakout similar to prisoners or slaves.&lt;br /&gt;
&lt;br /&gt;
== Study ==&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>Dandan550</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=143663</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=143663"/>
		<updated>2024-04-16T06:38:59Z</updated>

		<summary type="html">&lt;p&gt;Dandan550: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
Creepy joiners are an exclusive event for the anomaly DLC. 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;
Main creepy joiner types:  (Each has it's unique backstory and equipment)&lt;br /&gt;
&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;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human (high skills, perfect memory trait)&lt;br /&gt;
* Occultist (research bonus)&lt;br /&gt;
* Unnatural healing (unnatural healing skill)&lt;br /&gt;
* Shambler overlord (Ablility 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&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;
They always come with a downside as well, which happens into a certain time:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Leaves&lt;br /&gt;
* Aggressive&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;
&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;
When 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 their is a minimal raid points requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited to the downsides and benefits (e.g., blind healer will always have unnatural healing, or somebody with joybringer cannot have disturbing).&lt;/div&gt;</summary>
		<author><name>Dandan550</name></author>
	</entry>
</feed>