<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Faber</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Faber"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Faber"/>
	<updated>2026-04-06T19:55:55Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=173657</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=173657"/>
		<updated>2026-01-04T14:17:50Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added notes about obsidian's usefulness as a building material.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Obsidian&lt;br /&gt;
| image = Obsidian c.png&lt;br /&gt;
| description = A dark, glossy volcanic rock. Brittle but sharp, it makes for intimidating decor or vicious blades&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = &lt;br /&gt;
| stuff category = Stony, Metallic&lt;br /&gt;
| marketvalue = 5&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 2&lt;br /&gt;
| beauty offset = 8&lt;br /&gt;
| work to make factor = 1.5&lt;br /&gt;
| work to build factor = 5.5&lt;br /&gt;
| max hit points factor = 0.5&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| armor - sharp factor = 0.85&lt;br /&gt;
| armor - blunt factor = 0.40&lt;br /&gt;
| armor - heat factor =  0.70&lt;br /&gt;
| insulation - cold factor = 3.0&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 1&lt;br /&gt;
| melee sharp damage factor = 1.4&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.9&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Obsidian&lt;br /&gt;
| thingCategories = ResourcesRaw&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (50,50,50)&lt;br /&gt;
}}&lt;br /&gt;
'''Obsidian''' is a [[stony]] and [[metallic]] [[material]] added by the [[Odyssey DLC]]. It is [[beauty|beautiful]] and offers tremendous sharp damage, but is fragile.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Obsidian veins occur on some lava field maps, and must be mined before they can be used. It is common on maps with the obsidian deposits features. On maps with obsidian deposits veins can contain up to 35 tiles of obsidian ore.{{Check Tag|Verify amount|Per ore}}{{Check Tag|Vein size?}}&lt;br /&gt;
&lt;br /&gt;
It can also be [[Trade|purchased]] from [[faction base]]s{{Check Tag|Which?}}{{Check Tag|Caravans?}}&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
Obsidian tiles have 1,200 health each, making them one of the faster ores to mine. They can be found in large veins, similar in size to [[compacted steel]] veins, ranging from ? to ? tiles in size.{{Check Tag|Detail needed|Exact size range}} Each mined block has a base yield of 40 obsidian, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Obsidian can be used as a material for [[stuff]]able items with the [[Stony]] and [[Metallic]] stuff tags.&lt;br /&gt;
&lt;br /&gt;
Obsidian can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Thanks to its melee sharp damage factor, obsidian makes the highest {{DPS}} craftable melee sharp weapon in the game. Obsidian [[longsword]]s generally have comparable base {{DPS}} but inferior {{AP}} to [[monosword]]s{{RoyaltyIcon}} of similar quality, with the exception of the legendary obsidian longswords which are superior in base {{DPS}} to all monoswords and to all but masterwork and legendary [[persona monosword]]s due to the melee verb system neglecting handle attacks at that quality. Note that it still remains inferior in {{AP}} to all but a normal monosword and [[Melee Damage Factor]]s can change verb selection significantly.&lt;br /&gt;
&lt;br /&gt;
While not as beautiful as jade, obsidian can be found in large quantity in volcanic biomes. It can be used for walls and furniture to improve the beauty of your base. However, obsidian's x.50 multiplier to max HP means that obsidian walls and furniture will be weak and easy to destroy; obsidian is tied with jade as the weakest building material in the game in terms of structure HP. If obsidian is in short supply, it is generally better to use it to create sharp weapons or sculptures over furniture and other structures.&lt;br /&gt;
&lt;br /&gt;
Obsidian has the exact same market value, stack size, and weight as jade.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Obsidian a.png|One obsidian&lt;br /&gt;
Obsidian b.png|Partial stack&lt;br /&gt;
Obsidian c.png|Full stack&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;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Stone]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Polux_seed&amp;diff=167696</id>
		<title>Polux seed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Polux_seed&amp;diff=167696"/>
		<updated>2025-08-18T11:15:36Z</updated>

		<summary type="html">&lt;p&gt;Faber: Removed stub tag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|resource&lt;br /&gt;
| name = Polux seed&lt;br /&gt;
| image = PoluxSeed c.png&lt;br /&gt;
| description = The seed of a polux tree. It can be planted to create a new polux tree which will absorb pollution from nearby terrain.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Resources&lt;br /&gt;
| type2 = Plant matter&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 1&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| flammability base = 0&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = PoluxSeed&lt;br /&gt;
| thingCategories = ItemsMisc&lt;br /&gt;
| page verified for version = 1.4.3641 &lt;br /&gt;
}}&lt;br /&gt;
'''Polux seeds''' can be planted to become a [[polux tree]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Polux seeds can rarely be acquired from orbital traders, specifically exotic goods traders (which require a [[Comms console]]), obtained from [[quest]] rewards or looted from [[Hermetic crate|hermetic]] or [[sealed crate]]s. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Polux seeds can be used in order to grow a Polux tree. These seeds can be planted on any tile with a fertility stat, but cannot be planted closer than 4 tiles to another polux tree, or within 1 tile from any other tree or cactus. It also cannot be placed within 1 tile of a growing zone. Polux seeds, unlike most other growable plants, can be planted in areas with high pollution. Polux trees clear pollution in a radius around them, at a rate of 1 polluted tile every 10 hours (1 wastepack worth of pollution is cleared in 2.5 days). Note that this requires [[toxic wastepack]]s to decay and pollute the ground; the trees cannot destroy wastepacks, only the pollution they generate.&lt;br /&gt;
&lt;br /&gt;
Polux trees also require a small area around them (slightly larger than a sunlamp's radius) to be kept clear of buildings.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Polux seeds allow you to plant polux trees, which are a cheap way to clear pollution in an area, without having to fight an [[Apocriton]], research ultra mechtech, and build a [[wastepack atomizer]]. Polux trees are a slow but otherwise very easy way to clear pollution, working at 20% of the speed of a [[Pollution pump]]. &lt;br /&gt;
&lt;br /&gt;
1 polux tree is able to clear 2.4 tiles of pollution per day (1 wastepack generates 6 tiles of pollution, which takes 2.5 days to fully clean). At this rate, a single polux tree should be able to consume all the pollution created by a [[toxifier generator]]. However, due to the fact that wastepacks must decay (which can take several days) for the pollution to be destroyed by the tree, in practice the tree is never able to fully decontaminate an area assuming the toxifier generator continues running -- a small amount of pollution will linger. That said, a polux tree, toxifier generator, and [[pollution pump]] (to bag up the waste for delivery to the tree) will still net 1200 watts of power with no additional costs besides hauling labor. This amount of power is slightly greater than that offered by a fueled generator ([[chemfuel generator|chemuel]] or [[wood-fired generator|wood]]) or [[vanometric power cell]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, polux trees can be used as a cheap way to consume some of the waste generated by [[mechanoid]]s. However, the slow rate of pollution clearing means that even with only a single small mechanoid (producing 5 pollution every 10 days), the polux tree will only ''reduce'' the wastepacks generated, not remove them entirely. &lt;br /&gt;
&lt;br /&gt;
Assuming the polux tree is used to clear pollution from a [[toxifier generator]], we can calculate the time it takes to &amp;quot;break even&amp;quot; on the investment of 1200 silver to purchase the seed, and the cost of building the generator and pollution pump. A chemfuel generator consumes 4.5 [[chemfuel]] per day to generate 1000 watts. This translates to a market value of 10.35 silver per day to operate a chemfuel generator. The toxifier generator and pollution pump together cost an additional 100 [[steel]] and 1 [[component]] more than the chemfuel generator, a market value of 222 silver.&lt;br /&gt;
&lt;br /&gt;
At this rate, it would take approximately 2 years (116 days) for a toxifier generator, pollution pump, and polux tree to equal the (fuel) cost of the chemfuel generator, and a little over 2.25 years (137 days) to offset the additional costs of the toxifier generator and pollution pump. It is important to note that the toxifier generator does produce 20% more power than the chemfuel generator, so about a 2-year return on investment is a good rule of thumb. Any power generated beyond that point is done more efficiently (in terms of market value) than a chemfuel generator. &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Polux seed.png|One Polux seed&lt;br /&gt;
File:PoluxSeed b.png|Partial stack&lt;br /&gt;
File:PoluxSeed c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Polux seeds can be planted in [[hydroponics basin]]s and [[plant pot]]s. &lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Matter]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Polux_seed&amp;diff=167695</id>
		<title>Polux seed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Polux_seed&amp;diff=167695"/>
		<updated>2025-08-18T11:15:11Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added details to summary and acquisition. Added analysis (some might be better on the polux tree page however): Market value analysis for the tree's main uses, as well as information on what the trees grown from seeds actually do.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub|reason=More information would be good in analysis; value proposition.}}&lt;br /&gt;
{{Infobox main|resource&lt;br /&gt;
| name = Polux seed&lt;br /&gt;
| image = PoluxSeed c.png&lt;br /&gt;
| description = The seed of a polux tree. It can be planted to create a new polux tree which will absorb pollution from nearby terrain.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Resources&lt;br /&gt;
| type2 = Plant matter&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 1&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| flammability base = 0&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = PoluxSeed&lt;br /&gt;
| thingCategories = ItemsMisc&lt;br /&gt;
| page verified for version = 1.4.3641 &lt;br /&gt;
}}&lt;br /&gt;
'''Polux seeds''' can be planted to become a [[polux tree]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Polux seeds can rarely be acquired from orbital traders, specifically exotic goods traders (which require a [[Comms console]]), obtained from [[quest]] rewards or looted from [[Hermetic crate|hermetic]] or [[sealed crate]]s. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Polux seeds can be used in order to grow a Polux tree. These seeds can be planted on any tile with a fertility stat, but cannot be planted closer than 4 tiles to another polux tree, or within 1 tile from any other tree or cactus. It also cannot be placed within 1 tile of a growing zone. Polux seeds, unlike most other growable plants, can be planted in areas with high pollution. Polux trees clear pollution in a radius around them, at a rate of 1 polluted tile every 10 hours (1 wastepack worth of pollution is cleared in 2.5 days). Note that this requires [[toxic wastepack]]s to decay and pollute the ground; the trees cannot destroy wastepacks, only the pollution they generate.&lt;br /&gt;
&lt;br /&gt;
Polux trees also require a small area around them (slightly larger than a sunlamp's radius) to be kept clear of buildings.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Polux seeds allow you to plant polux trees, which are a cheap way to clear pollution in an area, without having to fight an [[Apocriton]], research ultra mechtech, and build a [[wastepack atomizer]]. Polux trees are a slow but otherwise very easy way to clear pollution, working at 20% of the speed of a [[Pollution pump]]. &lt;br /&gt;
&lt;br /&gt;
1 polux tree is able to clear 2.4 tiles of pollution per day (1 wastepack generates 6 tiles of pollution, which takes 2.5 days to fully clean). At this rate, a single polux tree should be able to consume all the pollution created by a [[toxifier generator]]. However, due to the fact that wastepacks must decay (which can take several days) for the pollution to be destroyed by the tree, in practice the tree is never able to fully decontaminate an area assuming the toxifier generator continues running -- a small amount of pollution will linger. That said, a polux tree, toxifier generator, and [[pollution pump]] (to bag up the waste for delivery to the tree) will still net 1200 watts of power with no additional costs besides hauling labor. This amount of power is slightly greater than that offered by a fueled generator ([[chemfuel generator|chemuel]] or [[wood-fired generator|wood]]) or [[vanometric power cell]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, polux trees can be used as a cheap way to consume some of the waste generated by [[mechanoid]]s. However, the slow rate of pollution clearing means that even with only a single small mechanoid (producing 5 pollution every 10 days), the polux tree will only ''reduce'' the wastepacks generated, not remove them entirely. &lt;br /&gt;
&lt;br /&gt;
Assuming the polux tree is used to clear pollution from a [[toxifier generator]], we can calculate the time it takes to &amp;quot;break even&amp;quot; on the investment of 1200 silver to purchase the seed, and the cost of building the generator and pollution pump. A chemfuel generator consumes 4.5 [[chemfuel]] per day to generate 1000 watts. This translates to a market value of 10.35 silver per day to operate a chemfuel generator. The toxifier generator and pollution pump together cost an additional 100 [[steel]] and 1 [[component]] more than the chemfuel generator, a market value of 222 silver.&lt;br /&gt;
&lt;br /&gt;
At this rate, it would take approximately 2 years (116 days) for a toxifier generator, pollution pump, and polux tree to equal the (fuel) cost of the chemfuel generator, and a little over 2.25 years (137 days) to offset the additional costs of the toxifier generator and pollution pump. It is important to note that the toxifier generator does produce 20% more power than the chemfuel generator, so about a 2-year return on investment is a good rule of thumb. Any power generated beyond that point is done more efficiently (in terms of market value) than a chemfuel generator. &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Polux seed.png|One Polux seed&lt;br /&gt;
File:PoluxSeed b.png|Partial stack&lt;br /&gt;
File:PoluxSeed c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Polux seeds can be planted in [[hydroponics basin]]s and [[plant pot]]s. &lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Matter]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plasteel&amp;diff=167491</id>
		<title>Plasteel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plasteel&amp;diff=167491"/>
		<updated>2025-08-14T23:06:44Z</updated>

		<summary type="html">&lt;p&gt;Faber: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|metallic&lt;br /&gt;
| name = Plasteel&lt;br /&gt;
| image = Plasteel c.png&lt;br /&gt;
| description = Advanced spacer tech structural material. Plasteel is extremely strong due to its unique molecular structure.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Metal&lt;br /&gt;
| stuff category = Metallic&lt;br /&gt;
| marketvalue = 9&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.25&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| terrain affordance = Medium&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to make factor = 2.2&lt;br /&gt;
| work to build factor = 2.2&lt;br /&gt;
| max hit points factor = 2.8&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| armor - sharp factor = 1.14&lt;br /&gt;
| armor - blunt factor = 0.55&lt;br /&gt;
| armor - heat factor = 0.65&lt;br /&gt;
| insulation - cold factor = 3&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee sharp damage factor = 1.1&lt;br /&gt;
| melee cooldown factor = 0.8&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Plasteel&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (160,178,181)&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Plasteel&lt;br /&gt;
| label = plasteel&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| volume = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Plasteel''' is the [[Max Hit Points|strongest]] [[material]] in the game. Commonly used for high tech items, especially [[ship engine]]s and other modules, which are needed to [[Ship|build a spaceship]] to escape the planet and win the game.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Plasteel can be obtained in the following ways: &lt;br /&gt;
* Mining [[compacted plasteel]] deposits.&lt;br /&gt;
* [[Trading]].&lt;br /&gt;
* [[Quest]] rewards.&lt;br /&gt;
* Using a [[deep drill]] on an underground plasteel vein.&lt;br /&gt;
* Using a [[long-range mineral scanner]] to find plasteel ore deposits.&lt;br /&gt;
* Shredding dead [[centipede]]s, [[termite]]s, [[diaboli]],{{BiotechIcon}} [[tunneler]]s,{{BiotechIcon}} [[centurion]]s,{{BiotechIcon}} and [[war queen]]s.{{BiotechIcon}}&lt;br /&gt;
*[[Mechanoid]] raiders may also come with plasteel in their inventory, in addition to the amount you gain from shredding them.&lt;br /&gt;
* {{Transmute Steel Acquisition Note}}&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
[[File:Compacted_plasteel.png|frameless|left|Compacted plasteel in game]] &lt;br /&gt;
&lt;br /&gt;
'''Compacted plasteel''' tiles have 8,000 health each, making it the slowest ore to mine and the toughest object in-game. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 40 plasteel, however this is modified by factors such as the [[Difficulty]] setting and the [[Mining_Yield|mining yield]] of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Plasteel can be used as a material for [[stuff]]able items with the [[Metallic]] stuff tag.&lt;br /&gt;
&lt;br /&gt;
Plasteel can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|reason=General - acquisition, what to prioritise, comparison to other mats}}&lt;br /&gt;
It is a requirement for many [[Research#Industrial Research Projects|Industrial]] and most [[Research#Spacer Research Projects|Spacer]] tech level unlocks. &lt;br /&gt;
&lt;br /&gt;
10 plasteel is required to fabricate an [[advanced component]], used in many high-tech recipes and buildings. Plasteel is required for crafting late-game armors, such as [[marine armor]] or [[marine helmet]]s, as well as for the production of [[bionics]] and advanced [[artificial body parts]]. Plasteel, as a metallic ingredient, can be used in many buildings, and in several stuffable weapons. Out of all [[materials]], plasteel has the highest HP factor, the fastest melee cooldown factor, and the highest sharp melee damage factor in Core - third highest after [[obsidian]]{{OdysseyIcon}} and [[bioferrite]]{{AnomalyIcon}} when accounting for all [[DLC]]. This is in addition to its generally strong modifiers for other factors.&lt;br /&gt;
&lt;br /&gt;
In the early to mid game, plasteel is relatively scarce and difficult to acquire. 50 plasteel is required for a [[multi-analyzer]], essential for researching most spacer-level projects. Once a multi-analyzer is built, plasteel in the mid game is best used for creating helmets -- both [[flak helmet]]s and [[marine helmet]]s require plasteel. High-quality, protective helmets are critical for colonist defense during raids, as injuries to the head are likely to be crippling or fatal. Plasteel can also be used as an ingredient to make a [[longsword]], [[gladius]], or even [[knife]] to increase melee DPS. Plasteel can also be used to craft [[charge rifle]]s, which are highly effective against armored targets that are resistant to many industrial-tier weapons. &lt;br /&gt;
&lt;br /&gt;
In the late game, plasteel is best used for marine helmets, charge rifles, or bionics to enhance the capabilities of colonists. Plasteel is also useful for upgrading doors or walls in vulnerable areas due to its high HP and fireproof qualities, though it is typically more useful to use it to make weapons, armor, or items rather than buildings. &lt;br /&gt;
&lt;br /&gt;
Large amounts of plasteel can be mined through using a [[deep drill]] once a [[ground-penetrating scanner]] has found a pocket of the material. Plasteel seams scanned through the ground-penetrating scanner are typically 1-8 tiles, yielding anywhere from 300 to 2,400 plasteel. Plasteel can be found much more quickly using the [[long range mineral scanner]], though this requires traveling to the site. Plasteel mining sites found with the long range scanner typically generate 8-16 tiles of compacted plasteel, and yield between 300 to 600 plasteel. Traveling to these sites can be done quickly and easily using a [[passenger shuttle]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The term  &amp;quot;Plasteel&amp;quot; has been used in sci-fi as early as 1942 to describe materials with properties of both plastic and metal, including seminal works such as Dune and Star Wars.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Plasteel a.png|One plasteel&lt;br /&gt;
Plasteel b.png|Partial stack&lt;br /&gt;
Plasteel c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2624|1.1.2624]] - Plasteel, and objects made from it, are no longer flammable.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Plasteel old.png|Old texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plasteel&amp;diff=167490</id>
		<title>Plasteel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plasteel&amp;diff=167490"/>
		<updated>2025-08-14T23:06:16Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added some analysis about plasteel's uses in the early/mid and late game, as well as some notes about how to acquire it using the ground or long range scanner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|metallic&lt;br /&gt;
| name = Plasteel&lt;br /&gt;
| image = Plasteel c.png&lt;br /&gt;
| description = Advanced spacer tech structural material. Plasteel is extremely strong due to its unique molecular structure.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Metal&lt;br /&gt;
| stuff category = Metallic&lt;br /&gt;
| marketvalue = 9&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.25&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| terrain affordance = Medium&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to make factor = 2.2&lt;br /&gt;
| work to build factor = 2.2&lt;br /&gt;
| max hit points factor = 2.8&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| armor - sharp factor = 1.14&lt;br /&gt;
| armor - blunt factor = 0.55&lt;br /&gt;
| armor - heat factor = 0.65&lt;br /&gt;
| insulation - cold factor = 3&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee sharp damage factor = 1.1&lt;br /&gt;
| melee cooldown factor = 0.8&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Plasteel&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (160,178,181)&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Plasteel&lt;br /&gt;
| label = plasteel&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| volume = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Plasteel''' is the [[Max Hit Points|strongest]] [[material]] in the game. Commonly used for high tech items, especially [[ship engine]]s and other modules, which are needed to [[Ship|build a spaceship]] to escape the planet and win the game.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Plasteel can be obtained in the following ways: &lt;br /&gt;
* Mining [[compacted plasteel]] deposits.&lt;br /&gt;
* [[Trading]].&lt;br /&gt;
* [[Quest]] rewards.&lt;br /&gt;
* Using a [[deep drill]] on an underground plasteel vein.&lt;br /&gt;
* Using a [[long-range mineral scanner]] to find plasteel ore deposits.&lt;br /&gt;
* Shredding dead [[centipede]]s, [[termite]]s, [[diaboli]],{{BiotechIcon}} [[tunneler]]s,{{BiotechIcon}} [[centurion]]s,{{BiotechIcon}} and [[war queen]]s.{{BiotechIcon}}&lt;br /&gt;
*[[Mechanoid]] raiders may also come with plasteel in their inventory, in addition to the amount you gain from shredding them.&lt;br /&gt;
* {{Transmute Steel Acquisition Note}}&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
[[File:Compacted_plasteel.png|frameless|left|Compacted plasteel in game]] &lt;br /&gt;
&lt;br /&gt;
'''Compacted plasteel''' tiles have 8,000 health each, making it the slowest ore to mine and the toughest object in-game. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 40 plasteel, however this is modified by factors such as the [[Difficulty]] setting and the [[Mining_Yield|mining yield]] of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Plasteel can be used as a material for [[stuff]]able items with the [[Metallic]] stuff tag.&lt;br /&gt;
&lt;br /&gt;
Plasteel can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|reason=General - acquisition, what to prioritise, comparison to other mats}}&lt;br /&gt;
It is a requirement for many [[Research#Industrial Research Projects|Industrial]] and most [[Research#Spacer Research Projects|Spacer]] tech level unlocks. &lt;br /&gt;
&lt;br /&gt;
10 plasteel is required to fabricate an [[advanced component]], used in many high-tech recipes and buildings. Plasteel is required for crafting late-game armors, such as [[marine armor]] or [[marine helmet]]s, as well as for the production of [[bionics]] and advanced [[artificial body parts]]. Plasteel, as a metallic ingredient, can be used in many buildings, and in several stuffable weapons. Out of all [[materials]], plasteel has the highest HP factor, the fastest melee cooldown factor, and the highest sharp melee damage factor in Core - third highest after [[obsidian]]{{OdysseyIcon}} and [[bioferrite]]{{AnomalyIcon}} when accounting for all [[DLC]]. This is in addition to its generally strong modifiers for other factors.&lt;br /&gt;
&lt;br /&gt;
In the early to mid game, plasteel is relatively scarce and difficult to acquire. 50 plasteel is required for a [[multi-analyzer]], essential for researching most spacer-level projects. Once a multi-analyzer is built, plasteel in the mid game is best used for creating helmets -- both [[flak helmet]]s and [[marine helmet]]s require plasteel. High-quality, protective helmets are critical for colonist defense during raids, as injuries to the head are likely to be crippling or fatal. Plasteel can also be used as an ingredient to make a [[longsword]], [[gladius]], or even [[knife]] to increase melee DPS. Plasteel can also be used to craft [[charge rifles]], which are highly effective against armored targets that are resistant to many industrial-tier weapons. &lt;br /&gt;
&lt;br /&gt;
In the late game, plasteel is best used for marine helmets, charge rifles, or bionics to enhance the capabilities of colonists. Plasteel is also useful for upgrading doors or walls in vulnerable areas due to its high HP and fireproof qualities, though it is typically more useful to use it to make weapons, armor, or items rather than buildings. &lt;br /&gt;
&lt;br /&gt;
Large amounts of plasteel can be mined through using a [[deep drill]] once a [[ground-penetrating scanner]] has found a pocket of the material. Plasteel seams scanned through the ground-penetrating scanner are typically 1-8 tiles, yielding anywhere from 300 to 2,400 plasteel. Plasteel can be found much more quickly using the [[long range mineral scanner]], though this requires traveling to the site. Plasteel mining sites found with the long range scanner typically generate 8-16 tiles of compacted plasteel, and yield between 300 to 600 plasteel. Traveling to these sites can be done quickly and easily using a [[passenger shuttle]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The term  &amp;quot;Plasteel&amp;quot; has been used in sci-fi as early as 1942 to describe materials with properties of both plastic and metal, including seminal works such as Dune and Star Wars.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Plasteel a.png|One plasteel&lt;br /&gt;
Plasteel b.png|Partial stack&lt;br /&gt;
Plasteel c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2624|1.1.2624]] - Plasteel, and objects made from it, are no longer flammable.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Plasteel old.png|Old texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=167204</id>
		<title>Unique weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=167204"/>
		<updated>2025-08-10T02:06:16Z</updated>

		<summary type="html">&lt;p&gt;Faber: /* Trait analysis */ Added some notes about the attachment and beauty traits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=See [[Persona weapons]]}}&lt;br /&gt;
{{Distinguish|Persona weapons|Relic}}&lt;br /&gt;
'''Unique weapons''' are variants of ranged [[weapons]] added by the [[Odyssey DLC]] with traits that add effects to the weapon, including statistical bonuses and different attacks.&lt;br /&gt;
&lt;br /&gt;
There are currently 13 types of unique weapons, each a variant of another ranged weapon:&lt;br /&gt;
&lt;br /&gt;
{{Icon List|Assault rifle}}&lt;br /&gt;
{{Icon List|Beam repeater}}&lt;br /&gt;
{{Icon List|Bolt-action rifle}}&lt;br /&gt;
{{Icon List|Chain shotgun}}&lt;br /&gt;
{{Icon List|Charge lance}}&lt;br /&gt;
{{Icon List|Charge rifle}}&lt;br /&gt;
{{Icon List|Greatbow}}&lt;br /&gt;
{{Icon List|Heavy SMG}}&lt;br /&gt;
{{Icon List|Hellcat rifle}}&lt;br /&gt;
{{Icon List|LMG}}&lt;br /&gt;
{{Icon List|Minigun}}&lt;br /&gt;
{{Icon List|Revolver}}&lt;br /&gt;
{{Icon List|Sniper rifle}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unique weapons can be obtained through quests, found in loot boxes like sealed containers, found while fishing, or gifted by visitors. Unique weapons can also rarely be dropped by raiders.&lt;br /&gt;
Ancient Mercenary and Orbital Item Stash quests will always contain at least one Unique Weapon, typically masterwork or legendary quality.&lt;br /&gt;
&lt;br /&gt;
Weapons Depot and Ancient Garrison Map features do NOT contain Unique Weapons. Ancient Dangers do not contain Unique weapons.&lt;br /&gt;
{{Unique weapon traits}}&lt;br /&gt;
&lt;br /&gt;
== Trait analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Aim assistance ===&lt;br /&gt;
This trait increases accuracy at all ranges by 20%, and also allows the wielder to ignore all penalties from environmental conditions, including [[blind smoke]]. This makes it a generally desirable trait for any weapon, except perhaps those that already are approaching 100% accuracy due to quality. This trait works well with [[smokepop pack]] or [[smoke launcher]].&lt;br /&gt;
&lt;br /&gt;
=== Custom grip ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Stabilizer brace ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Tactical sight ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Shoddy sights ===&lt;br /&gt;
This trait is purely negative, worsening a weapon's accuracy at all ranges. The market value of the weapon is also slightly reduced.&lt;br /&gt;
&lt;br /&gt;
=== Tracking scope ===&lt;br /&gt;
This trait reduces aiming time by 25%. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle. Since sniper rifles have a relatively long aiming time, this trait can significantly increase DPS.&lt;br /&gt;
&lt;br /&gt;
=== Rangefinder scope ===&lt;br /&gt;
This trait increases a weapon's maximum range by 10%. This trait is useful, but not as impactful as an extended barrel. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle.&lt;br /&gt;
&lt;br /&gt;
This trait stacks with the extended barrel trait, which offers 20% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Pulse charger ===&lt;br /&gt;
This trait can only be found on pistols (revolvers). It reduces accuracy at all ranges by 20%, but increases damage by a whopping 60%, and armor penetration by 30%. While the revolver is not a great weapon by any measure, a revolver with this trait can at least compete with other high powered weapons at low ranges. The accuracy penalty can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. However, even with a pulse charger, revolvers are not competitive weapons in the late game. &lt;br /&gt;
&lt;br /&gt;
=== Tox rounds ===&lt;br /&gt;
Tox rounds add a small amount of toxic buildup to targets on a hit. Some enemies (such as mechanoids) are immune to toxic buildup. Humanlike enemies, such as raiders, will often be killed simply from shooting them before the toxic buildup can incapacitate them. This trait is also undesirable for hunters, as animals with toxic buildup have a chance to immediately rot when killed. Tox rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing rounds ===&lt;br /&gt;
Piercing rounds increase the armor penetration of the weapon's attacks by 20%. This effect stacks with the increased AP offered by masterwork or legendary weapons. Piercing rounds are ideal on ballistic weapons which struggle against armored enemies or [[centipedes]], such as the [[assault rifle]] or [[chain shotgun]]. Since most enemies in the game have some form of armor, piercing rounds are generally a quite versatile and useful trait. Piercing rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary rounds ===&lt;br /&gt;
Incendiary rounds have a chance to ignite targets when struck, similar to the [[plasmasword]]. Burning enemies stop firing and run around, ignoring collision; this can be beneficial or harmful, depending on the situation. Mechanoids are immune to flame damage. Incendiary rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== EMP rounds ===&lt;br /&gt;
EMP rounds briefly stun mechanoid, turret, or drone targets when hit. However, these enemies will quickly adapt to the effects of the EMP rounds and are typically staggered for only 1 or 2 bursts. Still, this stun can be enough to briefly incapacitate a dangerous enemy, such as a [[centipede]], [[hunter drone]], or [[diabolus]]. EMP rounds will also break [[shield belt]]s. Animals and humanlikes (other than those wearing a shield belt) are unaffected. EMP rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Heavy rounds ===&lt;br /&gt;
Heavy rounds add a flat +2 to a weapon's stopping power, as well as increasing damage by 10%. Stopping power affects what kinds of targets a weapon will stagger. Stopping power equal to or greater than a creature's body size is required to stagger. All weapons with this trait will have a stopping power value of at least 2.5, enough to stagger any enemy the same size or smaller than a [[moose]] or [[muffalo]]; this includes all humanlikes, most animals, all insectoids (except the [[hive queen]]), and combat mechanoids smaller than a centipede. This trait is generally quite desirable compared to other ammo types, as it offers a wide degree of utility against almost every enemy in the game. &lt;br /&gt;
&lt;br /&gt;
Weapons like the sniper rifle, charge lance, or bolt action rifle (which have a base stopping power of 1.5), will be able to stagger every enemy in the game with the exception of the [[alpha thrumbo]] and [[dreadmeld]].  &lt;br /&gt;
&lt;br /&gt;
Heavy rounds are mutually exclusive with all other kinds of ammo traits.&lt;br /&gt;
&lt;br /&gt;
=== Hollow point rounds ===&lt;br /&gt;
Hollow point rounds increase the damage of a weapon by 20%. This effect stacks with the increased damage offered by masterwork or legendary weapons. All weapons benefit from 20% more damage, so this is desirable on any weapon. The increased damage is still subject to armor penalties on heavily-armored targets, so in some situations, piercing rounds are superior. Hollow point rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== High power rounds ===&lt;br /&gt;
High power rounds increase damage by 30%, and armor penetration by 15%, but reduce accuracy at all range values to 90% of the weapon's expected accuracy. The damage and armor penetration bonuses stack with increases to these stats offered by masterwork or legendary weapons. Despite the negative effects on accuracy, the increased damage and armor penetration makes this a universally desirable trait on all weapons. Increases to both damage and armor penetration are useful on all weapons, and unlike many other types of ammo traits, are effective bonuses against essentially every kind of enemy in the game. The reduced accuracy of high power weapons can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. High power rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Charge capacitor ===&lt;br /&gt;
This trait can only be found on charge weapons, and it is essentially an enhanced version of high power rounds. Weapons with this trait have 35% more damage and 20% more armor penetration with no downsides. This trait is highly desirable on any charge weapon. &lt;br /&gt;
&lt;br /&gt;
=== Frequency amplifier ===&lt;br /&gt;
This trait can only be found on the [[beam repeater]]. It offers a massive 50% increase in damage, and a 30% increase in range, but increases the weapon's ranged cooldown by 50%. Beam repeaters are mostly useful against heavily armored humanlike targets, and an increase in both range and damage is quite useful in most combat situations.  &lt;br /&gt;
&lt;br /&gt;
=== Tox pellets ===&lt;br /&gt;
Tox pellets are essentially identical to toxic rounds; they are found on shotguns. Tox pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary pellets ===&lt;br /&gt;
Incendiary pellets are essentially identical to incendiary rounds; they are found on shotguns. Incendiary pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Birdshot pellets ===&lt;br /&gt;
Birdshot pellets increase accuracy at close and very close range, but reduce accuracy at medium or long range. Additionally, birdshot pellets lose a significant amount (25%) of the weapon's armor penetration value. This can result in a significant loss in damage against armored enemies and mechanoids. Against heavily armored raiders or centipedes, this trait is actively worse than a non-unique weapon of the same quality. Birdshot pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Paralytic arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Broadhead arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Lightweight arrows ===&lt;br /&gt;
Lightweight Arrows offer increased range in exchange for a slightly lower damage. Damage decreases by 10%, but in return, you gain 30% range.&lt;br /&gt;
&lt;br /&gt;
=== Reinforced limbs ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Extended barrel ===&lt;br /&gt;
Extended barrel increases a weapon's maximum range by 20%. This trait is generally useful on all weapons, particularly those which suffer from limited range, as well as sniper rifles. This trait extends the range of [[charge rifle]]s to 33 cells, [[assault rifle]]s to 37 cells, [[bolt-action rifle]]s to 44 cells, and [[sniper rifle]]s to 54 cells. Increasing the engagement range can help keep colonists safe from counterattack, and allow pawns to fire at enemies before they get in range. This trait is mutually exclusive with the shortened barrel trait.&lt;br /&gt;
&lt;br /&gt;
This trait also stacks with the rangefinder trait, which offers 10% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Shortened barrel ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Quick reload ===&lt;br /&gt;
This trait reduces ranged cooldown by 20%, resulting in an increase in the weapon's DPS. It is most impactful on weapons with long ranged cooldowns, such as the [[beam repeater]] or [[charge lance]]. &lt;br /&gt;
&lt;br /&gt;
=== Rapid fire ===&lt;br /&gt;
This trait significantly increases a weapon's rate of fire. Note that this does not affect either the ranged cooldown or the aiming time stats of the weapon; this trait shortens the delay between each bullet within the same burst being fired. This trait is most useful for weapons such as the [[LMG]] or [[minigun]], which fire a large amount of shots per burst. This trait is also valuable on weapons which have the extended magazine modifier, which adds more rounds to each burst. &lt;br /&gt;
&lt;br /&gt;
=== Extended magazine ===&lt;br /&gt;
This trait increases the amount of rounds per burst by 50%. This trait is highly desirable for any weapon. For weapons which fire a 3 round burst, such as the assault rifle, charge rifle, heavy SMG, or chain shotgun, this trait increases the burst to 5 rounds, a 40% increase in the amount of shots fired. This is a significant increase in DPS, especially if the weapon also has an ammo trait. Weapons which fire large bursts with a long firing delay, such as miniguns or LMGs, also benefit enormously from this trait. &lt;br /&gt;
&lt;br /&gt;
If combined with the rapid fire trait, weapons with an extended magazine can fire more rounds at roughly the same rate as a normal weapon. &lt;br /&gt;
&lt;br /&gt;
=== Lightweight ===&lt;br /&gt;
Lightweight weapons have 20% less aiming time and weigh only 75% as much as an ordinary weapon. This moderately increases DPS, especially for weapons with a long aiming time. &lt;br /&gt;
&lt;br /&gt;
=== Cumbersome ===&lt;br /&gt;
This trait is purely negative. Cumbersome weapons weigh more and take longer to aim. The market value of the weapon is also slightly reduced.&lt;br /&gt;
&lt;br /&gt;
=== Ornamental ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Ugly ===&lt;br /&gt;
This trait reduces the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. The reduction in market value can be slightly beneficial if you are trying to min-max wealth. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Gold inlay ===&lt;br /&gt;
This trait increases the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. Gold-inlaid weapons often feature gold panels or parts on the weapon in game. Gold-inlaid weapons are worth twice as much as an ordinary weapon; however, they are still subject to the 80% value reduction from selling weapons. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Jade inlay ===&lt;br /&gt;
This trait increases the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. Jade-inlaid weapons often feature jade panels or parts on the weapon in game. Jade-inlaid weapons are worth one and a half times as much as an ordinary weapon; however, they are still subject to the 80% value reduction from selling weapons. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== EMP pulser ===&lt;br /&gt;
This weapon ability is an attachment that is only found on charge weapons. When triggered, it produces an EMP similar in size to an EMP grenade, centered on the user. The pulse takes several hours to recharge, and can only be activated once before recharging. The EMP burst will stun mechanoids, humanlikes with certain implants (including friendly pawns), drones, and turrets, as well as breaking the shield of any shield belts caught in the blast. &lt;br /&gt;
&lt;br /&gt;
=== Grenade launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a grenade launcher with one charge, capable of firing a grenade with a range of 12.9 tiles. The grenade launched is identical to a single [[frag grenade]]. The launcher must be reloaded with 25 steel after each use. A single frag grenade is often of limited utility, but can be useful against bunched-up enemies or against hostile structures such as turrets. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
=== EMP launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds an EMP launcher with two charges, capable of firing an EMP shell with a range of 23.9 tiles. The shell launched is identical to that of a normal quality [[EMP launcher]]. Note that the shells launched by this ability (and by the EMP launcher) have a significantly smaller blast radius than [[EMP grenades]]. The launcher must be reloaded with 15 steel after a shell is fired. This attachment is primarily useful against mechanoids. Mechanoids will adapt to the EMP blast, but an EMP stun can give enough time to move fighters out of danger or destroy the target entirely. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
=== Smoke launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a smoke launcher with two charges, capable of firing a smoke shell with a range of 23.9 tiles. The shell launched is identical to that of a [[smoke launcher]]. The launcher must be reloaded with 15 steel after a shell is fired. The blind smoke created on impact obscures targets; this makes it harder to hit enemies in the smoke, but it also significantly reduces the accuracy of targets in the smoke. Turrets with a smoke field intersecting their line of sight to potential targets cannot fire. This attachment is mostly useful against turrets, particularly those found in [[mech cluster]]s, which can be dangerous if not smoked out. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
=== Incendiary launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds an incendiary launcher with one charge, capable of firing an incendiary shell with a range of 23.9 tiles. The shell launched is identical to that of an [[incendiary launcher]]. The launcher must be reloaded with 15 chemfuel after a shell is fired. The small blast radius of the incendiary launcher limits its utility. Still, it can be useful as a way to temporarily disable a small group of enemies or to light flammable structures on fire. This ability also serves as a convenient (and relatively cheap) way to start a small fire without having to re-equip pawns with a flame-based weapon (such as a [[molotov cocktail]] or [[incinerator]]). Note that some enemies, namely mechanoids, are immune to flame damage; additoinally, starting fires in confined spaces can be dangerous as the air will quickly superheat. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
=== Bioferrite burner ===&lt;br /&gt;
{{ Anomaly | section=1 }}&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a short-ranged flamethrower with one charge and a range of 9 tiles. This attachment functions identically to the ability on the [[hellcat rifle]], generating a cone of flame 9 tiles long. This cone expands to 3 tiles wide at the far end of the cone. It must be reloaded with 10 bioferrite after use. This attachment can stun and ignite a small group of enemies in close range; since burning enemies will stop fighting while they try to extinguish themselves, this is effectively a short stun with some damage inflicted. Note that some enemies, namely mechanoids, are immune to flame damage; additionally, starting fires in confined spaces can be dangerous as the air will quickly superheat. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: White fringing on unique weapons.&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=166952</id>
		<title>Unique weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=166952"/>
		<updated>2025-08-06T18:23:38Z</updated>

		<summary type="html">&lt;p&gt;Faber: /* Trait analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=See [[Persona weapons]]}}&lt;br /&gt;
{{Distinguish|Persona weapons|Relic}}&lt;br /&gt;
'''Unique weapons''' are variants of ranged [[weapons]] added by the [[Odyssey DLC]] with traits that add effects to the weapon, including statistical bonuses and different attacks.&lt;br /&gt;
&lt;br /&gt;
There are currently 13 types of unique weapons, each a variant of another ranged weapon:&lt;br /&gt;
&lt;br /&gt;
{{Icon List|Assault rifle}}&lt;br /&gt;
{{Icon List|Beam repeater}}&lt;br /&gt;
{{Icon List|Bolt-action rifle}}&lt;br /&gt;
{{Icon List|Chain shotgun}}&lt;br /&gt;
{{Icon List|Charge lance}}&lt;br /&gt;
{{Icon List|Charge rifle}}&lt;br /&gt;
{{Icon List|Greatbow}}&lt;br /&gt;
{{Icon List|Heavy SMG}}&lt;br /&gt;
{{Icon List|Hellcat rifle}}&lt;br /&gt;
{{Icon List|LMG}}&lt;br /&gt;
{{Icon List|Minigun}}&lt;br /&gt;
{{Icon List|Revolver}}&lt;br /&gt;
{{Icon List|Sniper rifle}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unique weapons can be obtained through quests, found in loot boxes like sealed containers, found while fishing, or gifted by visitors. Unique weapons can also rarely be dropped by raiders.&lt;br /&gt;
Ancient Mercenary and Orbital Item Stash quests will always contain at least one Unique Weapon, typically masterwork or legendary quality.&lt;br /&gt;
&lt;br /&gt;
Weapons Depot and Ancient Garrison Map features do NOT contain Unique Weapons. Ancient Dangers do not contain Unique weapons.&lt;br /&gt;
{{Unique weapon traits}}&lt;br /&gt;
&lt;br /&gt;
== Trait analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Aim assistance ===&lt;br /&gt;
This trait increases accuracy at all ranges by 20%, and also allows the wielder to ignore all penalties from environmental conditions, including [[blind smoke]]. This makes it a generally desirable trait for any weapon, except perhaps those that already are approaching 100% accuracy due to quality. This trait works well with [[smokepop pack]] or [[smoke launcher]].&lt;br /&gt;
&lt;br /&gt;
=== Custom grip ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Stabilizer brace ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Improved sights ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Shoddy sights ===&lt;br /&gt;
This trait is purely negative, worsening a weapon's accuracy at all ranges. The market value of the weapon is also slightly reduced.&lt;br /&gt;
&lt;br /&gt;
=== Tracking scope ===&lt;br /&gt;
This trait reduces aiming time by 25%. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle. Since sniper rifles have a relatively long aiming time, this trait can significantly increase DPS.&lt;br /&gt;
&lt;br /&gt;
=== Rangefinder scope ===&lt;br /&gt;
This trait increases a weapon's maximum range by 10%. This trait is useful, but not as impactful as an extended barrel. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle.&lt;br /&gt;
&lt;br /&gt;
This trait stacks with the extended barrel trait, which offers 20% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Pulse charger ===&lt;br /&gt;
This trait can only be found on pistols (revolvers). It reduces accuracy at all ranges by 20%, but increases damage by a whopping 60%, and armor penetration by 30%. While the revolver is not a great weapon by any measure, a revolver with this trait can at least compete with other high powered weapons at low ranges. The accuracy penalty can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. However, even with a pulse charger, revolvers are not competitive weapons in the late game. &lt;br /&gt;
&lt;br /&gt;
=== Tox rounds ===&lt;br /&gt;
Tox rounds add a small amount of toxic buildup to targets on a hit. Some enemies (such as mechanoids) are immune to toxic buildup. Humanlike enemies, such as raiders, will often be killed simply from shooting them before the toxic buildup can incapacitate them. This trait is also undesirable for hunters, as animals with toxic buildup have a chance to immediately rot when killed. Tox rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing rounds ===&lt;br /&gt;
Piercing rounds increase the armor penetration of the weapon's attacks by 20%. This effect stacks with the increased AP offered by masterwork or legendary weapons. Piercing rounds are ideal on ballistic weapons which struggle against armored enemies or [[centipedes]], such as the [[assault rifle]] or [[chain shotgun]]. Since most enemies in the game have some form of armor, piercing rounds are generally a quite versatile and useful trait. Piercing rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary rounds ===&lt;br /&gt;
Incendiary rounds have a chance to ignite targets when struck, similar to the [[plasmasword]]. Burning enemies stop firing and run around, ignoring collision; this can be beneficial or harmful, depending on the situation. Mechanoids are immune to flame damage. Incendiary rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== EMP rounds ===&lt;br /&gt;
EMP rounds briefly stun mechanoid, turret, or drone targets when hit. However, these enemies will quickly adapt to the effects of the EMP rounds and are typically staggered for only 1 or 2 bursts. Still, this stun can be enough to briefly incapacitate a dangerous enemy, such as a [[centipede]], [[hunter drone]], or [[diabolus]]. EMP rounds will also break [[shield belt]]s. Animals and humanlikes (other than those wearing a shield belt) are unaffected. EMP rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Heavy rounds ===&lt;br /&gt;
Heavy rounds add a flat +2 to a weapon's stopping power, as well as increasing damage by 10%. Stopping power affects what kinds of targets a weapon will stagger. Stopping power equal to or greater than a creature's body size is required to stagger. All weapons with this trait will have a stopping power value of at least 2.5, enough to stagger any enemy the same size or smaller than a [[moose]] or [[muffalo]]; this includes all humanlikes, most animals, all insectoids (except the [[hive queen]]), and combat mechanoids smaller than a centipede. This trait is generally quite desirable compared to other ammo types, as it offers a wide degree of utility against almost every enemy in the game. &lt;br /&gt;
&lt;br /&gt;
Weapons like the sniper rifle, charge lance, or bolt action rifle (which have a base stopping power of 1.5), will be able to stagger every enemy in the game with the exception of the [[alpha thrumbo]] and [[dreadmeld]].  &lt;br /&gt;
&lt;br /&gt;
Heavy rounds are mutually exclusive with all other kinds of ammo traits.&lt;br /&gt;
&lt;br /&gt;
=== Hollow point rounds ===&lt;br /&gt;
Hollow point rounds increase the damage of a weapon by 20%. This effect stacks with the increased damage offered by masterwork or legendary weapons. All weapons benefit from 20% more damage, so this is desirable on any weapon. The increased damage is still subject to armor penalties on heavily-armored targets, so in some situations, piercing rounds are superior. Hollow point rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== High power rounds ===&lt;br /&gt;
High power rounds increase damage by 30%, and armor penetration by 15%, but reduce accuracy at all range values to 90% of the weapon's expected accuracy. The damage and armor penetration bonuses stack with increases to these stats offered by masterwork or legendary weapons. Despite the negative effects on accuracy, the increased damage and armor penetration makes this a universally desirable trait on all weapons. Increases to both damage and armor penetration are useful on all weapons, and unlike many other types of ammo traits, are effective bonuses against essentially every kind of enemy in the game. The reduced accuracy of high power weapons can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. High power rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Charge capacitor ===&lt;br /&gt;
This trait can only be found on charge weapons, and it is essentially an enhanced version of high power rounds. Weapons with this trait have 35% more damage and 20% more armor penetration with no downsides. This trait is highly desirable on any charge weapon. &lt;br /&gt;
&lt;br /&gt;
=== Frequency amplifier ===&lt;br /&gt;
This trait can only be found on the [[beam repeater]]. It offers a massive 50% increase in damage, and a 30% increase in range, but increases the weapon's ranged cooldown by 50%. Beam repeaters are mostly useful against heavily armored humanlike targets, and an increase in both range and damage is quite useful in most combat situations.  &lt;br /&gt;
&lt;br /&gt;
=== Tox pellets ===&lt;br /&gt;
Tox pellets are essentially identical to toxic rounds; they are found on shotguns. Tox pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary pellets ===&lt;br /&gt;
Incendiary pellets are essentially identical to incendiary rounds; they are found on shotguns. Incendiary pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Birdshot pellets ===&lt;br /&gt;
Birdshot pellets increase accuracy at close and very close range, but reduce accuracy at medium or long range. Additionally, birdshot pellets lose a significant amount (25%) of the weapon's armor penetration value. This can result in a significant loss in damage against armored enemies and mechanoids. Against heavily armored raiders or centipedes, this trait is actively worse than a non-unique weapon of the same quality. Birdshot pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Paralytic arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Broadhead arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Lightweight arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Reinforced limbs ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Extended barrel ===&lt;br /&gt;
Extended barrel increases a weapon's maximum range by 20%. This trait is generally useful on all weapons, particularly those which suffer from limited range, as well as sniper rifles. This trait extends the range of [[charge rifle]]s to 33 cells, [[assault rifle]]s to 37 cells, [[bolt-action rifle]]s to 44 cells, and [[sniper rifle]]s to 54 cells. Increasing the engagement range can help keep colonists safe from counterattack, and allow pawns to fire at enemies before they get in range. This trait is mutually exclusive with the shortened barrel trait.&lt;br /&gt;
&lt;br /&gt;
This trait also stacks with the rangefinder trait, which offers 10% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Shortened barrel ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Quick reload ===&lt;br /&gt;
This trait reduces ranged cooldown by 20%, resulting in an increase in the weapon's DPS. It is most impactful on weapons with long ranged cooldowns, such as the [[beam repeater]] or [[charge lance]]. &lt;br /&gt;
&lt;br /&gt;
=== Rapid fire ===&lt;br /&gt;
This trait significantly increases a weapon's rate of fire. Note that this does not affect either the ranged cooldown or the aiming time stats of the weapon; this trait shortens the delay between each bullet within the same burst being fired. This trait is most useful for weapons such as the [[LMG]] or [[minigun]], which fire a large amount of shots per burst. This trait is also valuable on weapons which have the extended magazine modifier, which adds more rounds to each burst. &lt;br /&gt;
&lt;br /&gt;
=== Extended magazine ===&lt;br /&gt;
This trait increases the amount of rounds per burst by 50%. This trait is highly desirable for any weapon. For weapons which fire a 3 round burst, such as the assault rifle, charge rifle, heavy SMG, or chain shotgun, this trait increases the burst to 5 rounds, a 40% increase in the amount of shots fired. This is a significant increase in DPS, especially if the weapon also has an ammo trait. Weapons which fire large bursts with a long firing delay, such as miniguns or LMGs, also benefit enormously from this trait. &lt;br /&gt;
&lt;br /&gt;
If combined with the rapid fire trait, weapons with an extended magazine can fire more rounds at roughly the same rate as a normal weapon. &lt;br /&gt;
&lt;br /&gt;
=== Lightweight ===&lt;br /&gt;
Lightweight weapons have 20% less aiming time and weigh only 75% as much as an ordinary weapon. This moderately increases DPS, especially for weapons with a long aiming time. &lt;br /&gt;
&lt;br /&gt;
=== Cumbersome ===&lt;br /&gt;
This trait is purely negative. Cumbersome weapons weigh more and take longer to aim. The market value of the weapon is also slightly reduced.&lt;br /&gt;
&lt;br /&gt;
=== Ornamental ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Ugly ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Gold inlay ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Jade inlay ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== EMP pulser ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Grenade launcher ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== EMP launcher ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Smoke launcher ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Incendiary launcher ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Bioferrite burner ===&lt;br /&gt;
{{ Anomaly | section=1 }}&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: White fringing on unique weapons.&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=166917</id>
		<title>Unique weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=166917"/>
		<updated>2025-08-05T21:12:55Z</updated>

		<summary type="html">&lt;p&gt;Faber: /* Trait analysis */ fixed two typo links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=See [[Persona weapons]]}}&lt;br /&gt;
{{Distinguish|Persona weapons|Relic}}&lt;br /&gt;
'''Unique weapons''' are variants of ranged [[weapons]] added by the [[Odyssey DLC]] with traits that add effects to the weapon, including statistical bonuses and different attacks.&lt;br /&gt;
&lt;br /&gt;
There are currently 13 types of unique weapons, each a variant of another ranged weapon:&lt;br /&gt;
&lt;br /&gt;
{{Icon List|Assault rifle}}&lt;br /&gt;
{{Icon List|Beam repeater}}&lt;br /&gt;
{{Icon List|Bolt-action rifle}}&lt;br /&gt;
{{Icon List|Chain shotgun}}&lt;br /&gt;
{{Icon List|Charge lance}}&lt;br /&gt;
{{Icon List|Charge rifle}}&lt;br /&gt;
{{Icon List|Greatbow}}&lt;br /&gt;
{{Icon List|Heavy SMG}}&lt;br /&gt;
{{Icon List|Hellcat rifle}}&lt;br /&gt;
{{Icon List|LMG}}&lt;br /&gt;
{{Icon List|Minigun}}&lt;br /&gt;
{{Icon List|Revolver}}&lt;br /&gt;
{{Icon List|Sniper rifle}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unique weapons can be obtained through quests, found in loot boxes like sealed containers, found while fishing, or gifted by visitors. Unique weapons can also rarely be dropped by raiders.&lt;br /&gt;
Ancient Mercenary and Orbital Item Stash quests will always contain at least one Unique Weapon, typically masterwork or legendary quality.&lt;br /&gt;
&lt;br /&gt;
Weapons Depot and Ancient Garrison Map features do NOT contain Unique Weapons. Ancient Dangers do not contain Unique weapons.&lt;br /&gt;
{{Unique weapon traits}}&lt;br /&gt;
&lt;br /&gt;
== Trait analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Aim assistance ===&lt;br /&gt;
This trait increases accuracy at all ranges by 20%, and also allows the wielder to ignore all penalties from environmental conditions, including [[blind smoke]]. This makes it a generally desirable trait for any weapon, except perhaps those that already are approaching 100% accuracy due to quality. This trait works well with [[smokepop pack]] or [[smoke launcher]].&lt;br /&gt;
&lt;br /&gt;
=== Custom grip ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Stabilizer brace ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Improved sights ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Shoddy sights ===&lt;br /&gt;
This trait is purely negative, worsening a weapon's accuracy at all ranges. The market value of the weapon is also slightly reduced.&lt;br /&gt;
&lt;br /&gt;
=== Tracking scope ===&lt;br /&gt;
This trait reduces aiming time by 25%. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle. Since sniper rifles have a relatively long aiming time, this trait can significantly increase DPS.&lt;br /&gt;
&lt;br /&gt;
=== Rangefinder scope ===&lt;br /&gt;
This trait increases a weapon's maximum range by 10%. This trait is useful, but not as impactful as an extended barrel. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle.&lt;br /&gt;
&lt;br /&gt;
This trait stacks with the extended barrel trait, which offers 20% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Pulse charger ===&lt;br /&gt;
This trait can only be found on pistols (revolvers). It reduces accuracy at all ranges by 20%, but increases damage by a whopping 60%, and armor penetration by 30%. While the revolver is not a great weapon by any measure, a revolver with this trait can at least compete with other high powered weapons at low ranges. The accuracy penalty can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. However, even with a pulse charger, revolvers are not competitive weapons in the late game. &lt;br /&gt;
&lt;br /&gt;
=== Tox rounds ===&lt;br /&gt;
Tox rounds add a small amount of toxic buildup to targets on a hit. Some enemies (such as mechanoids) are immune to toxic buildup. Humanlike enemies, such as raiders, will often be killed simply from shooting them before the toxic buildup can incapacitate them. This trait is also undesirable for hunters, as animals with toxic buildup have a chance to immediately rot when killed. Tox rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing rounds ===&lt;br /&gt;
Piercing rounds increase the armor penetration of the weapon's attacks by 20%. This effect stacks with the increased AP offered by masterwork or legendary weapons. Piercing rounds are ideal on ballistic weapons which struggle against armored enemies or [[centipedes]], such as the [[assault rifle]] or [[chain shotgun]]. Since most enemies in the game have some form of armor, piercing rounds are generally a quite versatile and useful trait. Piercing rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary rounds ===&lt;br /&gt;
Incendiary rounds have a chance to ignite targets when struck, similar to the [[plasmasword]]. Burning enemies stop firing and run around, ignoring collision; this can be beneficial or harmful, depending on the situation. Mechanoids are immune to flame damage. Incendiary rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== EMP rounds ===&lt;br /&gt;
EMP rounds briefly stun mechanoid, turret, or drone targets when hit. However, these enemies will quickly adapt to the effects of the EMP rounds and are typically staggered for only 1 or 2 bursts. Still, this stun can be enough to briefly incapacitate a dangerous enemy, such as a [[centipede]], [[hunter drone]], or [[diabolus]]. EMP rounds will also break [[shield belt]]s. Animals and humanlikes (other than those wearing a shield belt) are unaffected. EMP rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Heavy rounds ===&lt;br /&gt;
Heavy rounds add a flat +2 to a weapon's stopping power, as well as increasing damage by 10%. Stopping power affects what kinds of targets a weapon will stagger. Stopping power equal to or greater than a creature's body size is required to stagger. All weapons with this trait will have a stopping power value of at least 2.5, enough to stagger any enemy the same size or smaller than a [[moose]] or [[muffalo]]; this includes all humanlikes, most animals, all insectoids (except the [[hive queen]]), and combat mechanoids smaller than a centipede. This trait is generally quite desirable compared to other ammo types, as it offers a wide degree of utility against almost every enemy in the game. Heavy rounds are mutually exclusive with all other kinds of ammo traits.&lt;br /&gt;
&lt;br /&gt;
=== Hollow point rounds ===&lt;br /&gt;
Hollow point rounds increase the damage of a weapon by 20%. This effect stacks with the increased damage offered by masterwork or legendary weapons. All weapons benefit from 20% more damage, so this is desirable on any weapon. The increased damage is still subject to armor penalties on heavily-armored targets, so in some situations, piercing rounds are superior. Hollow point rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== High power rounds ===&lt;br /&gt;
High power rounds increase damage by 30%, and armor penetration by 15%, but reduce accuracy at all range values to 90% of the weapon's expected accuracy. The damage and armor penetration bonuses stack with increases to these stats offered by masterwork or legendary weapons. Despite the negative effects on accuracy, the increased damage and armor penetration makes this a universally desirable trait on all weapons. Increases to both damage and armor penetration are useful on all weapons, and unlike many other types of ammo traits, are effective bonuses against essentially every kind of enemy in the game. The reduced accuracy of high power weapons can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. High power rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Charge capacitor ===&lt;br /&gt;
This trait can only be found on charge weapons, and it is essentially an enhanced version of high power rounds. Weapons with this trait have 35% more damage and 20% more armor penetration with no downsides. This trait is highly desirable on any charge weapon. &lt;br /&gt;
&lt;br /&gt;
=== Frequency amplifier ===&lt;br /&gt;
This trait can only be found on the [[beam repeater]]. It offers a massive 50% increase in damage, and a 30% increase in range, but increases the weapon's ranged cooldown by 50%. Beam repeaters are mostly useful against heavily armored humanlike targets, and an increase in both range and damage is quite useful in most combat situations.  &lt;br /&gt;
&lt;br /&gt;
Weapons like the sniper rifle, charge lance, or bolt action rifle (which have a base stopping power of 1.5), will be able to stagger every enemy in the game with the exception of the [[alpha thrumbo]] and [[dreadmeld]].  &lt;br /&gt;
&lt;br /&gt;
=== Tox pellets ===&lt;br /&gt;
Tox pellets are essentially identical to toxic rounds; they are found on shotguns. Tox pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary pellets ===&lt;br /&gt;
Incendiary pellets are essentially identical to incendiary rounds; they are found on shotguns. Incendiary pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Birdshot pellets ===&lt;br /&gt;
Birdshot pellets increase accuracy at close and very close range, but reduce accuracy at medium or long range. Additionally, birdshot pellets lose a significant amount (25%) of the weapon's armor penetration value. This can result in a significant loss in damage against armored enemies and mechanoids. Against heavily armored raiders or centipedes, this trait is actively worse than a non-unique weapon of the same quality. Birdshot pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Paralytic arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Broadhead arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Lightweight arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Reinforced limbs ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Extended barrel ===&lt;br /&gt;
Extended barrel increases a weapon's maximum range by 20%. This trait is generally useful on all weapons, particularly those which suffer from limited range, as well as sniper rifles. This trait extends the range of [[charge rifle]]s to 33 cells, [[assault rifle]]s to 37 cells, [[bolt-action rifle]]s to 44 cells, and [[sniper rifle]]s to 54 cells. Increasing the engagement range can help keep colonists safe from counterattack, and allow pawns to fire at enemies before they get in range. This trait is mutually exclusive with the shortened barrel trait.&lt;br /&gt;
&lt;br /&gt;
This trait also stacks with the rangefinder trait, which offers 10% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Shortened barrel ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Quick reload ===&lt;br /&gt;
This trait reduces ranged cooldown by 20%, resulting in an increase in the weapon's DPS. It is most impactful on weapons with long ranged cooldowns, such as the [[beam repeater]] or [[charge lance]]. &lt;br /&gt;
&lt;br /&gt;
=== Rapid fire ===&lt;br /&gt;
This trait significantly increases a weapon's rate of fire. Note that this does not affect either the ranged cooldown or the aiming time stats of the weapon; this trait shortens the delay between each bullet within the same burst being fired. This trait is most useful for weapons such as the [[LMG]] or [[minigun]], which fire a large amount of shots per burst. This trait is also valuable on weapons which have the extended magazine modifier, which adds more rounds to each burst. &lt;br /&gt;
&lt;br /&gt;
=== Extended magazine ===&lt;br /&gt;
This trait increases the amount of rounds per burst by 50%. This trait is highly desirable for any weapon. For weapons which fire a 3 round burst, such as the assault rifle, charge rifle, heavy SMG, or chain shotgun, this trait increases the burst to 5 rounds, a 40% increase in the amount of shots fired. This is a significant increase in DPS, especially if the weapon also has an ammo trait. Weapons which fire large bursts with a long firing delay, such as miniguns or LMGs, also benefit enormously from this trait. &lt;br /&gt;
&lt;br /&gt;
If combined with the rapid fire trait, weapons with an extended magazine can fire more rounds at roughly the same rate as a normal weapon. &lt;br /&gt;
&lt;br /&gt;
=== Lightweight ===&lt;br /&gt;
Lightweight weapons have 20% less aiming time and weigh only 75% as much as an ordinary weapon. This moderately increases DPS, especially for weapons with a long aiming time. &lt;br /&gt;
&lt;br /&gt;
=== Cumbersome ===&lt;br /&gt;
This trait is purely negative. Cumbersome weapons weigh more and take longer to aim. The market value of the weapon is also slightly reduced.&lt;br /&gt;
&lt;br /&gt;
=== Ornamental ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Ugly ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Gold inlay ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Jade inlay ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== EMP pulser ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Grenade launcher ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== EMP launcher ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Smoke launcher ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Incendiary launcher ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Bioferrite burner ===&lt;br /&gt;
{{ Anomaly | section=1 }}&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=166916</id>
		<title>Unique weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=166916"/>
		<updated>2025-08-05T21:11:59Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added some brief analysis for many of the traits. Also reorganized some of the traits to be closer to other traits that had similar effects (accuracy traits, ammo traits, general modifiers, beauty traits, activate-able traits)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=See [[Persona weapons]]}}&lt;br /&gt;
{{Distinguish|Persona weapons|Relic}}&lt;br /&gt;
'''Unique weapons''' are variants of ranged [[weapons]] added by the [[Odyssey DLC]] with traits that add effects to the weapon, including statistical bonuses and different attacks.&lt;br /&gt;
&lt;br /&gt;
There are currently 13 types of unique weapons, each a variant of another ranged weapon:&lt;br /&gt;
&lt;br /&gt;
{{Icon List|Assault rifle}}&lt;br /&gt;
{{Icon List|Beam repeater}}&lt;br /&gt;
{{Icon List|Bolt-action rifle}}&lt;br /&gt;
{{Icon List|Chain shotgun}}&lt;br /&gt;
{{Icon List|Charge lance}}&lt;br /&gt;
{{Icon List|Charge rifle}}&lt;br /&gt;
{{Icon List|Greatbow}}&lt;br /&gt;
{{Icon List|Heavy SMG}}&lt;br /&gt;
{{Icon List|Hellcat rifle}}&lt;br /&gt;
{{Icon List|LMG}}&lt;br /&gt;
{{Icon List|Minigun}}&lt;br /&gt;
{{Icon List|Revolver}}&lt;br /&gt;
{{Icon List|Sniper rifle}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unique weapons can be obtained through quests, found in loot boxes like sealed containers, found while fishing, or gifted by visitors. Unique weapons can also rarely be dropped by raiders.&lt;br /&gt;
Ancient Mercenary and Orbital Item Stash quests will always contain at least one Unique Weapon, typically masterwork or legendary quality.&lt;br /&gt;
&lt;br /&gt;
Weapons Depot and Ancient Garrison Map features do NOT contain Unique Weapons. Ancient Dangers do not contain Unique weapons.&lt;br /&gt;
{{Unique weapon traits}}&lt;br /&gt;
&lt;br /&gt;
== Trait analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Aim assistance ===&lt;br /&gt;
This trait increases accuracy at all ranges by 20%, and also allows the wielder to ignore all penalties from environmental conditions, including [[blindsmoke]]. This makes it a generally desirable trait for any weapon, except perhaps those that already are approaching 100% accuracy due to quality. This trait works well with [[smokepop pack]] or [[smoke launcher]].&lt;br /&gt;
&lt;br /&gt;
=== Custom grip ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Stabilizer brace ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Improved sights ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Shoddy sights ===&lt;br /&gt;
This trait is purely negative, worsening a weapon's accuracy at all ranges. The market value of the weapon is also slightly reduced.&lt;br /&gt;
&lt;br /&gt;
=== Tracking scope ===&lt;br /&gt;
This trait reduces aiming time by 25%. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle. Since sniper rifles have a relatively long aiming time, this trait can significantly increase DPS.&lt;br /&gt;
&lt;br /&gt;
=== Rangefinder scope ===&lt;br /&gt;
This trait increases a weapon's maximum range by 10%. This trait is useful, but not as impactful as an extended barrel. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle.&lt;br /&gt;
&lt;br /&gt;
This trait stacks with the extended barrel trait, which offers 20% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Pulse charger ===&lt;br /&gt;
This trait can only be found on pistols (revolvers). It reduces accuracy at all ranges by 20%, but increases damage by a whopping 60%, and armor penetration by 30%. While the revolver is not a great weapon by any measure, a revolver with this trait can at least compete with other high powered weapons at low ranges. The accuracy penalty can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. However, even with a pulse charger, revolvers are not competitive weapons in the late game. &lt;br /&gt;
&lt;br /&gt;
=== Tox rounds ===&lt;br /&gt;
Tox rounds add a small amount of toxic buildup to targets on a hit. Some enemies (such as mechanoids) are immune to toxic buildup. Humanlike enemies, such as raiders, will often be killed simply from shooting them before the toxic buildup can incapacitate them. This trait is also undesirable for hunters, as animals with toxic buildup have a chance to immediately rot when killed. Tox rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing rounds ===&lt;br /&gt;
Piercing rounds increase the armor penetration of the weapon's attacks by 20%. This effect stacks with the increased AP offered by masterwork or legendary weapons. Piercing rounds are ideal on ballistic weapons which struggle against armored enemies or [[centipedes]], such as the [[assault rifle]] or [[chain shotgun]]. Since most enemies in the game have some form of armor, piercing rounds are generally a quite versatile and useful trait. Piercing rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary rounds ===&lt;br /&gt;
Incendiary rounds have a chance to ignite targets when struck, similar to the [[plasmasword]]. Burning enemies stop firing and run around, ignoring collision; this can be beneficial or harmful, depending on the situation. Mechanoids are immune to flame damage. Incendiary rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== EMP rounds ===&lt;br /&gt;
EMP rounds briefly stun mechanoid, turret, or drone targets when hit. However, these enemies will quickly adapt to the effects of the EMP rounds and are typically staggered for only 1 or 2 bursts. Still, this stun can be enough to briefly incapacitate a dangerous enemy, such as a [[centipede]], [[hunter drone]], or [[diabolous]]. EMP rounds will also break [[shield belt]]s. Animals and humanlikes (other than those wearing a shield belt) are unaffected. EMP rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Heavy rounds ===&lt;br /&gt;
Heavy rounds add a flat +2 to a weapon's stopping power, as well as increasing damage by 10%. Stopping power affects what kinds of targets a weapon will stagger. Stopping power equal to or greater than a creature's body size is required to stagger. All weapons with this trait will have a stopping power value of at least 2.5, enough to stagger any enemy the same size or smaller than a [[moose]] or [[muffalo]]; this includes all humanlikes, most animals, all insectoids (except the [[hive queen]]), and combat mechanoids smaller than a centipede. This trait is generally quite desirable compared to other ammo types, as it offers a wide degree of utility against almost every enemy in the game. Heavy rounds are mutually exclusive with all other kinds of ammo traits.&lt;br /&gt;
&lt;br /&gt;
=== Hollow point rounds ===&lt;br /&gt;
Hollow point rounds increase the damage of a weapon by 20%. This effect stacks with the increased damage offered by masterwork or legendary weapons. All weapons benefit from 20% more damage, so this is desirable on any weapon. The increased damage is still subject to armor penalties on heavily-armored targets, so in some situations, piercing rounds are superior. Hollow point rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== High power rounds ===&lt;br /&gt;
High power rounds increase damage by 30%, and armor penetration by 15%, but reduce accuracy at all range values to 90% of the weapon's expected accuracy. The damage and armor penetration bonuses stack with increases to these stats offered by masterwork or legendary weapons. Despite the negative effects on accuracy, the increased damage and armor penetration makes this a universally desirable trait on all weapons. Increases to both damage and armor penetration are useful on all weapons, and unlike many other types of ammo traits, are effective bonuses against essentially every kind of enemy in the game. The reduced accuracy of high power weapons can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. High power rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Charge capacitor ===&lt;br /&gt;
This trait can only be found on charge weapons, and it is essentially an enhanced version of high power rounds. Weapons with this trait have 35% more damage and 20% more armor penetration with no downsides. This trait is highly desirable on any charge weapon. &lt;br /&gt;
&lt;br /&gt;
=== Frequency amplifier ===&lt;br /&gt;
This trait can only be found on the [[beam repeater]]. It offers a massive 50% increase in damage, and a 30% increase in range, but increases the weapon's ranged cooldown by 50%. Beam repeaters are mostly useful against heavily armored humanlike targets, and an increase in both range and damage is quite useful in most combat situations.  &lt;br /&gt;
&lt;br /&gt;
Weapons like the sniper rifle, charge lance, or bolt action rifle (which have a base stopping power of 1.5), will be able to stagger every enemy in the game with the exception of the [[alpha thrumbo]] and [[dreadmeld]].  &lt;br /&gt;
&lt;br /&gt;
=== Tox pellets ===&lt;br /&gt;
Tox pellets are essentially identical to toxic rounds; they are found on shotguns. Tox pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary pellets ===&lt;br /&gt;
Incendiary pellets are essentially identical to incendiary rounds; they are found on shotguns. Incendiary pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Birdshot pellets ===&lt;br /&gt;
Birdshot pellets increase accuracy at close and very close range, but reduce accuracy at medium or long range. Additionally, birdshot pellets lose a significant amount (25%) of the weapon's armor penetration value. This can result in a significant loss in damage against armored enemies and mechanoids. Against heavily armored raiders or centipedes, this trait is actively worse than a non-unique weapon of the same quality. Birdshot pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Paralytic arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Broadhead arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Lightweight arrows ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Reinforced limbs ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Extended barrel ===&lt;br /&gt;
Extended barrel increases a weapon's maximum range by 20%. This trait is generally useful on all weapons, particularly those which suffer from limited range, as well as sniper rifles. This trait extends the range of [[charge rifle]]s to 33 cells, [[assault rifle]]s to 37 cells, [[bolt-action rifle]]s to 44 cells, and [[sniper rifle]]s to 54 cells. Increasing the engagement range can help keep colonists safe from counterattack, and allow pawns to fire at enemies before they get in range. This trait is mutually exclusive with the shortened barrel trait.&lt;br /&gt;
&lt;br /&gt;
This trait also stacks with the rangefinder trait, which offers 10% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Shortened barrel ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Quick reload ===&lt;br /&gt;
This trait reduces ranged cooldown by 20%, resulting in an increase in the weapon's DPS. It is most impactful on weapons with long ranged cooldowns, such as the [[beam repeater]] or [[charge lance]]. &lt;br /&gt;
&lt;br /&gt;
=== Rapid fire ===&lt;br /&gt;
This trait significantly increases a weapon's rate of fire. Note that this does not affect either the ranged cooldown or the aiming time stats of the weapon; this trait shortens the delay between each bullet within the same burst being fired. This trait is most useful for weapons such as the [[LMG]] or [[minigun]], which fire a large amount of shots per burst. This trait is also valuable on weapons which have the extended magazine modifier, which adds more rounds to each burst. &lt;br /&gt;
&lt;br /&gt;
=== Extended magazine ===&lt;br /&gt;
This trait increases the amount of rounds per burst by 50%. This trait is highly desirable for any weapon. For weapons which fire a 3 round burst, such as the assault rifle, charge rifle, heavy SMG, or chain shotgun, this trait increases the burst to 5 rounds, a 40% increase in the amount of shots fired. This is a significant increase in DPS, especially if the weapon also has an ammo trait. Weapons which fire large bursts with a long firing delay, such as miniguns or LMGs, also benefit enormously from this trait. &lt;br /&gt;
&lt;br /&gt;
If combined with the rapid fire trait, weapons with an extended magazine can fire more rounds at roughly the same rate as a normal weapon. &lt;br /&gt;
&lt;br /&gt;
=== Lightweight ===&lt;br /&gt;
Lightweight weapons have 20% less aiming time and weigh only 75% as much as an ordinary weapon. This moderately increases DPS, especially for weapons with a long aiming time. &lt;br /&gt;
&lt;br /&gt;
=== Cumbersome ===&lt;br /&gt;
This trait is purely negative. Cumbersome weapons weigh more and take longer to aim. The market value of the weapon is also slightly reduced.&lt;br /&gt;
&lt;br /&gt;
=== Ornamental ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Ugly ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Gold inlay ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Jade inlay ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== EMP pulser ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Grenade launcher ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== EMP launcher ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Smoke launcher ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Incendiary launcher ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Bioferrite burner ===&lt;br /&gt;
{{ Anomaly | section=1 }}&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacsuit_helmet&amp;diff=166618</id>
		<title>Vacsuit helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacsuit_helmet&amp;diff=166618"/>
		<updated>2025-07-29T10:43:01Z</updated>

		<summary type="html">&lt;p&gt;Faber: /* Analysis */ Added a quick comparison metric when looking at vacsuit helmets vs. (steel) flak helmets. Vacsuit helmets are roughly 1 quality level worse in terms of protection than steel flak helmets (e.g. normal flak ~~ good vac. helmet)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Vacsuit helmet&lt;br /&gt;
| image = VacsuitHelmet.png&lt;br /&gt;
| description = A helmet that efficiently recycles the user's oxygen, allowing them to breathe in the vacuum of space for hours at a time. The process isn't perfectly efficient, so the user must periodically return to a pressurized environment.&lt;br /&gt;
| type = Apparel&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 120&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| work speed stat = General Labor Speed &lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40 &lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2   &lt;br /&gt;
| armorblunt  = 24&lt;br /&gt;
| armorsharp  = 52&lt;br /&gt;
| armorheat  = 66&lt;br /&gt;
| insulationcold = 6&lt;br /&gt;
| insulationheat = 4&lt;br /&gt;
| mass base = 1.5&lt;br /&gt;
| flammability = 0.4&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;
| has quality = True&lt;br /&gt;
| thingCategories = ArmorHeadgear&lt;br /&gt;
| tradeTags = Armor&lt;br /&gt;
| tags = IndustrialBasic&lt;br /&gt;
| defaultOutfitTags = Spacefarer&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''vacsuit helmet''' is an item of [[apparel]] added by the [[Odyssey DLC]] that provides significant [[vacuum resistance]], for use in the [[vacuum]] of [[Orbit|space]]. It forms a set with the [[vacsuit]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
NPC-wise, Vacsuit Helmet is practically ubiquitous. Most types of civilian and raider NPC's can spawn with Vacsuit Helmets, even if they are otherwise completely unarmored.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A vacsuit helmets increases the [[vacuum resistance]] of its wearer by {{+|69%}}. [[Quality]] does not affect this resistance.&lt;br /&gt;
&lt;br /&gt;
Vacsuit helmets increase [[Toxic Environment Resistance]] by {{+|80%}}, causing [[rot stink]], and [[Toxic buildup]] from [[tox gas]], [[toxic fallout]], and [[pollution]] to be 20% effective. Separate to its effect on toxic buildup, it also prevents the user from being affected by [[tox gas exposure]].  It does not protect from [[disease]]s nor does it prevent [[toxic buildup]] from attacks such as the [[cobra]]'s bite. [[Quality]] does not affect this resistance.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|reason=Analytical style. Cleanup and Expansion}}&lt;br /&gt;
'''Compares really favorably''' to a steel [[flak helmet]]. A vacsuit helmet is roughly one quality level behind a steel flak helmet in terms of protection; a normal vacsuit helmet is roughly equivalent to a poor steel flak helmet. Steel flak helmets and vacsuit helmets share nearly the same recipe; vacsuit helmets, however, do not cost [[plasteel]]. It offers the same [[toxic environment resistance]] and [[tox gas]] immunity as a gas mask, gives the best equippable [[vacuum resistance]], non-trivial amount of heat and cold insulation, and likely most importantly, [[Table_of_Human_Body_Part_Groups|covers]] the entire head. Adding a [[face mask]] would not come close to the same resistances, and sacrifices the eyes, jaw and nose to protect the upper head and [[skull|brain case]] a little better. ''Missing body parts are never hit by attacks'', so it's better to cover as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Near complete upgrade''' from [[gas mask]]s or [[simple helmet]]s. Vacuum Resistance, equal (or any!) immunity to tox gas and environmental toxin resistance, and better coverage. A rarer [[plasteel]] simple helmet might be wearable slightly longer{{Check Tag|[Materials]}}, but with only 52% -&amp;gt; 57% sharp resistance, the colonist wearing it probably won't notice the difference (if they can breathe long enough to test it). Even if you don't need the value of an integrated gas mask, [[marine helmet|better]] uses for plasteel exist. For any material option in simple headwear, the vacsuit helmet is a clear choice.&lt;br /&gt;
&lt;br /&gt;
For [[children]]{{BiotechIcon}}, it outclasses the [[Kid helmet]]. Fitting all ages, it also won't fall off if they have a [[Children#Growth moment|growth moment]] in space, giving them at least a short time to get to somewhere oxygenated even as they shed the rest of their outfits and [[kid vacsuit]]s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cataphract_armor&amp;diff=166617</id>
		<title>Cataphract armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cataphract_armor&amp;diff=166617"/>
		<updated>2025-07-29T10:26:18Z</updated>

		<summary type="html">&lt;p&gt;Faber: /* Analysis */ Added vacuum resistance note to analysis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Cataphract armor&lt;br /&gt;
| image = CataphractArmor.png&lt;br /&gt;
| description = A suit of heavy powered armor, built for maximum protection at the cost of mobility. Heavy layered plasteel-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome. Armor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 400&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Cataphract armor&lt;br /&gt;
| work to make = 75000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 150&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| marketvalue = 3120&lt;br /&gt;
| armorblunt = 50&lt;br /&gt;
| armorsharp = 120&lt;br /&gt;
| armorheat = 60&lt;br /&gt;
| insulationcold = 70&lt;br /&gt;
| insulationheat = 12&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| equipdelay = 17&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cataphract armor''' is a type of [[power armor]] introduced by the [[Royalty DLC]] that can effectively block gunshots, cuts, blunt trauma, or burns at the expense of a penalty to [[move speed]]. It forms a full set of armor along with the [[Cataphract helmet]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a quest reward, purchased from traders, or found on [[Empire#Cataphract|Imperial Cataphracts]]. Acquiring it through fighting the Empire is difficult due to their ubiquitious [[Death acidifier]] implants and the general difficulty of killing the pawns wearing this armor and carrying the empire's best weapons.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Apparel Move Speed Note|0.50}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Suppression Note|-0.30}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Cataphract armor is the strongest [[power armor]] in the game - but as expected, one of the most expensive. Like [[recon armor]] and [[marine armor]], it covers the limbs and torso, for great overall protection. It provides roughly the same protection as a marine armor of one quality level above its own (e.g., a normal set of cataphract armor is roughly equal to a good set of marine armor), or of recon armor two quality levels above its own. Cataphract armor also allows a pawn to reach the cap of 200% sharp protection at Legendary quality, and offers the highest blunt armor available in the game. &lt;br /&gt;
&lt;br /&gt;
The armor provides a [[Move Speed]] debuff of {{--|0.50}} c\s, double that of [[marine armor]] and over four times that of a flak vest, making the armor impractical for every day wear by some pawns. A [[moving]] factor of {{+|112%}} is needed to counter this penalty. This can be achieved by installing 1 [[bionic leg]] on the pawn.&lt;br /&gt;
&lt;br /&gt;
Cataphract armor, as well as other power armors, provides {{+|30%}} [[vacuum resistance]], and can be used in place of a [[vacsuit]] to partially protect pawns from vacuum while in [[orbit]]. Compared to a vacsuit, cataphract armor offers substantially more protection and a significantly lower move speed penalty, but is much more expensive to craft. A helmet or other source of vacuum resistance is needed for full protection.{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Compared to flak vests with duster ===&lt;br /&gt;
In terms of sharp protection, cataphract armor is comparable with a flak vest with [[hyperweave]] or [[thrumbofur]] duster, for areas covered by the vest. The vest combo tend to work better at high quality or low AP. The only places that aren't covered by the vest are the legs.&lt;br /&gt;
&lt;br /&gt;
For heat damage, devilstrand and hyperweave dusters are vastly better than cataphract armors with same quality. For blunt damage, cataphract armors are better.&lt;br /&gt;
&lt;br /&gt;
The weak protection for legs offered by this combo may not be as detrimental as it seems, because damage to the legs is non-lethal. And it tend to cause the pawn to be downed rather than leaving permanent injuries.&lt;br /&gt;
&lt;br /&gt;
The high protective value of cataphract armor is offset by its extreme cost, length of time to craft, and the move speed penalty of {{--|0.50}} c/s. Flak vests and dusters are, by comparison, significantly cheaper and only incur a move speed penalty of {{--|0.12}} c/s. The cataphract armor research project also requires 2 [[techprint]]s to be purchased and applied before it can be unlocked.&lt;br /&gt;
&lt;br /&gt;
The sharp armor of legendary cataphract armor is capped at 200%, making it worse than its legendary vest combo counterpart against almost all types of sharp attack.&lt;br /&gt;
&lt;br /&gt;
=== Compared to phoenix armor ===&lt;br /&gt;
[[Phoenix armor]]{{RoyaltyIcon}} is a sidegrade to cataphract armor, unlocked from the same research. Phoenix armor has {{--|5%}} Sharp and {{--|5%}} Blunt armor, but {{+|15%}} Heat armor, before [[quality]]. This discrepancy increases at higher quality. However, at legendary quality, both phoenix and cataphract armor offer the maximum of 200% Sharp protection, the most common form of damage. Phoenix armor costs {{Icon Small|Steel}} 75 [[steel]], {{Icon Small|Component}} 4 [[component]]s, and {{Icon Small|Chemfuel}} 75 more than marine. Steel, components, and chemfuel are likely easy to produce for a colony producing power armor, so the material cost is not terribly significant.&lt;br /&gt;
&lt;br /&gt;
Phoenix armor's main defensive advantage is that it reduces a human's [[flammability]] to 2%. [[Fire]] is a large threat to colonists - not because of its damage, but because it causes them to run around wildly. Phoenix armor reduces the chance of ignition from 70% to 2% - a massive benefit. Enemies with flame damage aren't terribly common (especially without the [[Biotech DLC]]). But 5% armor doesn't make a big difference, either. An extra 5% armor would translate to 2.5% chance to halve damage, and 2.5% chance to prevent all damage at the most. Phoenix armor, by comparison, nearly eliminates a dangerous type of threat.&lt;br /&gt;
&lt;br /&gt;
Phoenix armor also has an integrated flame launcher. It explodes into a 5x5 blast of fire, with each bolt costing {{Icon Small|Chemfuel}} 40 [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
Overall, the difference comes down to if you want to (nearly) prevent fire, or if you want some extra protection. This comparison should favor phoenix armor, especially at higher qualities. &lt;br /&gt;
* At excellent or better, phoenix armor reaches the (100% + weapon {{AP}}%) Sharp threshold for all ranged weapons. This is enough to always halve incoming sharp damage. In turn, this prevents all one-shots that could be prevented by any amount of armor. Past this threshold, armor has a reduced impact on protection: it only reduces ''chance to prevent damage'' rather than both ''chance to halve damage'' and ''chance to prevent damage''. See [[Apparel#Protection|Apparel]] for more details.&lt;br /&gt;
* At legendary quality, phoenix armor reaches the cap of 200% Sharp armor, making phoenix armor a no-brainer. While it still has less Blunt armor, blunt damage is comparatively rare. Blunt armor is never checked by any ranged weapon, only Sharp or Heat. Phoenix armor also has better Heat protection.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Cataphracts were heavy armored cavalry used in ancient warfare by people in Eurasia, including the Byzantines that inspired the Empire.&lt;br /&gt;
&lt;br /&gt;
Every set of cataphract armor found on an [[Empire#Cataphract|Imperial Cataphract]] will be white.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] release - Added.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - No longer meets the clothing requirement of nobles, replaced in that role by [[prestige cataphract armor]]. [[Empire#Stellic warden|Stellic Wardens]] and [[Empire#Stellic defender|Defenders]] no longer spawn with a regular cataphract armor, and instead spawn with the prestige version.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Move speed debuff reduced from {{--|0.8}} {{CS}} to {{--|0.5}} {{CS}}. Cold insulation improved from {{Temperature|36||delta}} -&amp;gt; {{Temperature|70||delta}}. Slave suppression offset of −30% added.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Phoenix armor]] - a variant of cataphract armor that is slightly more protective against heat and temperature but less protective otherwise, with an integrated incendiary launcher.&lt;br /&gt;
* [[Prestige cataphract armor]] - a variant of cataphract armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recon_armor&amp;diff=166616</id>
		<title>Recon armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recon_armor&amp;diff=166616"/>
		<updated>2025-07-29T10:25:10Z</updated>

		<summary type="html">&lt;p&gt;Faber: /* Analysis */ Added vacuum resistance note to analysis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Recon armor&lt;br /&gt;
| image = ReconArmor.png&lt;br /&gt;
| description = A suit of light partially-powered armor, designed to permit quick movement. Lightweight plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily. Armor like this is often used by imperial scout troops and glitterworld police forces.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 280 &lt;br /&gt;
| flammability = 0.4&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Recon armor&lt;br /&gt;
| work to make = 45000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 10&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| marketvalue  = 1540&lt;br /&gt;
| armorblunt  = 40&lt;br /&gt;
| armorsharp  = 92&lt;br /&gt;
| armorheat  = 46&lt;br /&gt;
| insulationcold = 64&lt;br /&gt;
| insulationheat = 9&lt;br /&gt;
| mass base = 9&lt;br /&gt;
| equipdelay = 11&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| tags = SpacerMilitary&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Recon armor''' is a set of [[power armor]] that forms a full set along with the [[Recon helmet]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward, purchased from [[trade]]rs, or found on [[Empire#Janissary|Imperial Janissaries]] {{RoyaltyIcon}} and other [[Raiders]].{{Check Tag|Which?|What other raider use recon armor?}}&lt;br /&gt;
&amp;lt;!--Table is probably unnecessary unless other raiders wear it, but maybe should be enabled for standardaisation and ease of use anyway? - Harakoni&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Janissary|Janissary]] {{RoyaltyIcon}} || 100% || Normal || 70-230%&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Apparel Suppression Note|-0.30}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Overall, recon armor tends to be overshadowed by the [[flak vest]] + over-garment combination. Thus, many players like to skip recon armor and just build the heavier power armors instead. But if [[move speed]] is of utmost importance, such as for [[kiting]] tactics, then recon is the best for the job.&lt;br /&gt;
&lt;br /&gt;
Recon armor, as well as other power armors, provides {{+|30%}} [[vacuum resistance]], and can be used in place of a [[vacsuit]] to partially protect pawns from vacuum while in [[orbit]]. By comparison to a vacsuit, recon armor offers substantially more protection and a significantly lower move speed penalty, but is much more expensive to craft. A helmet or other source of vacuum resistance is needed for full protection.{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Compared to flak vests ===&lt;br /&gt;
[[Flak vest]]s are the primary competitor to recon armor. They are significantly cheaper, require less research. And, unlike recon armor, vests can be worn with [[duster]], [[jacket]] or [[flak jacket]] for extra protection. A vest becomes significantly better when paired with dusters of strong materials such as [[devilstrand]] or [[thrumbofur]]. &lt;br /&gt;
* '''Sharp:''' A flak vest alone is better at protecting the torso, vital organs, neck, and shoulders against [[Apparel#Protection|Sharp attacks]] - the most common type of damage. This only becomes better with any sort of outerwear.&lt;br /&gt;
* '''Blunt:''' Flak and duster is slightly inferior than recon against Blunt attacks. However, the qualitative and quantitative disparity between the armor sets is small. At most, this is a 4% - 5% armor difference. In any case, even recon doesn't offer ''much'' Blunt armor, relative to the {{AP}} of blunt weapons likely to be faced.&lt;br /&gt;
* '''Heat:''' When worn with any duster better than [[cloth]], dusters provide roughly equivalent Heat armor to all body parts. Devilstrand or [[hyperweave]] dusters offer massively more Heat protection to all body parts.&lt;br /&gt;
&lt;br /&gt;
As the vest doesn't cover the limbs, recon armor will always protect natural arms and all legs against Blunt and Sharp attacks, regardless of duster material. While the limbs impact combat performance, they aren't &amp;quot;vital&amp;quot; to a pawn's life, unlike the heart, liver, or neck protected by the vest. If an arm or leg happens to be shot off, then it can be replaced for {{Required Resources|Bionic arm}}, assuming there is a surgeon with decent [[Medical]] skill available.&lt;br /&gt;
&lt;br /&gt;
Also note that flak vests provide a {{--|0.12}} {{CS}} [[move speed]], while recon does not slow the user at all.&lt;br /&gt;
&lt;br /&gt;
Thus, while not necessarily outright superior, flak vests and a suitable outer layer are often a better choice for their more focused protection and significant cost effectiveness.&lt;br /&gt;
&lt;br /&gt;
=== Compared to other power armors ===&lt;br /&gt;
Recon armor is the lightest of the three [[power armor]]s, the other two being [[marine armor]] and [[cataphract armor]].{{RoyaltyIcon}} Compared to the others, it is notably cheaper, requires less research, and doesn't slow [[move speed]], but offers the least protection. The recon armor is roughly equivalent to marine armor one [[quality]] level below (e.g. a Normal Recon armor ~= Poor Marine armor), or cataphract armor two quality levels below. &lt;br /&gt;
&lt;br /&gt;
Generally speaking, if the full body protection of recon is valuable enough to warrant its use despite its cost, upgrading to at least marine armor is also worth the extra cost. Exceptions exist however, such as when recon is all that can be acquired or when a set of particularly high quality is available. &lt;br /&gt;
&lt;br /&gt;
=== Compared to locust armor===&lt;br /&gt;
[[Locust armor]]{{RoyaltyIcon}} is a sidegrade to recon armor. Locust armor has {{--|5%}} Sharp and {{--|5%}} Blunt armor, before [[quality]]. It also costs {{Icon Small|Plasteel}} 40 [[plasteel]], {{Icon Small|Component}} 3 [[component]]s, and {{Icon Small|Chemfuel}} 100 [[chemfuel]] more than regular recon. A [[jump pack]],{{RoyaltyIcon}} which gives a functionally equivalent jump, costs {{Required Resources|Jump pack}}, so this is only a 10 [[plasteel]] difference. Note that a full set of locust armor must be replaced when destroyed, while a jump pack will never degrade when worn.&lt;br /&gt;
&lt;br /&gt;
In exchange, locust armor (and jump packs) allows for up to 5 jumps at once, each costing {{Icon Small|Chemfuel}} 20 [[chemfuel]]. You are invincible during the jump, but have a small warmup and cooldown, as mentioned in the locust armor page. Jump distance is variable by quality, but a normal quality locust armor can jump up to 23.9 tiles. Unlike the jump pack, locust armor does not take up the [[utility]] slot, meaning you can wear a [[shield belt]] or other item with it.&lt;br /&gt;
&lt;br /&gt;
Overall, if you would be using recon armor for mobility, then you should use either jump packs or locust armor as soon as [[Research#Jump packs|Jump packs]] have been researched. The jumps give more options for movement, which helps with mobility. If you have any other item you'd like to equip in the utility slot, then use locust armor; the net 10 plasteel cost and armor penalty is negligible. If you have no other uses for the utility slot, then jump packs are slightly cheaper and are functionally the same. However items like [[smokepop pack]]s and [[firefoam pop pack]]s are cheap and can be very helpful in certain scenarios.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Protection charts ==&lt;br /&gt;
'''Note:''' Lower on the graph is better.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Sharp Armor &lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = Mediumturquoise, Red, Firebrick, Lightgrey, Grey, Black&lt;br /&gt;
| set1name = Recon Armor (Sharp)                | set1armor1 = {{Q|Recon armor|Armor - Sharp}}&lt;br /&gt;
| set2name = Flak + Devilstrand [Torso] (Sharp) | set2armor1 = {{#expr:{{Q|Duster|Armor Factor - Sharp}}*{{Q|Devilstrand|Armor - Sharp Factor}}*100}} | set2armor2 = {{Q|Flak vest|Armor - Sharp}}&lt;br /&gt;
| set3name = Flak + Devilstrand [Limbs] (Sharp) | set3armor1 = {{#expr:{{Q|Duster|Armor Factor - Sharp}}*{{Q|Devilstrand|Armor - Sharp Factor}}*100}}&lt;br /&gt;
| set4name = Flak + Thrumbofur [Torso] (Sharp)  | set4armor1 = {{#expr:{{Q|Duster|Armor Factor - Sharp}}*{{Q|Thrumbofur|Armor - Sharp Factor}}*100}}  | set4armor2 = {{Q|Flak vest|Armor - Sharp}}&lt;br /&gt;
| set5name = Flak + Thrumbofur [Limbs] (Sharp)  | set5armor1 = {{#expr:{{Q|Duster|Armor Factor - Sharp}}*{{Q|Thrumbofur|Armor - Sharp Factor}}*100}}&lt;br /&gt;
| set6name = Flak Vest (Sharp)                  | set6armor1 = {{Q|Flak vest|Armor - Sharp}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Blunt Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = Mediumturquoise, Red, Firebrick, Lightgrey, Grey&lt;br /&gt;
| set1name = Recon Armor (Blunt)                | set1armor1 = {{Q|Recon armor|Armor - Blunt}}&lt;br /&gt;
| set2name = Flak + Devilstrand [Torso] (Blunt) | set2armor1 = {{#expr:{{Q|Duster|Armor Factor - Blunt}}*{{Q|Devilstrand|Armor - Blunt Factor}}*100}} | set2armor2 = {{Q|Flak vest|Armor - Blunt}}&lt;br /&gt;
| set3name = Flak + Devilstrand [Limbs] (Blunt) | set3armor1 = {{#expr:{{Q|Duster|Armor Factor - Blunt}}*{{Q|Devilstrand|Armor - Blunt Factor}}*100}}&lt;br /&gt;
| set4name = Flak + Thrumbofur [Torso] (Blunt)  | set4armor1 = {{#expr:{{Q|Duster|Armor Factor - Blunt}}*{{Q|Thrumbofur|Armor - Blunt Factor}}*100}}  | set4armor2 = {{Q|Flak vest|Armor - Blunt}}&lt;br /&gt;
| set5name = Flak + Thrumbofur [Limbs] (Blunt)  | set5armor1 = {{#expr:{{Q|Duster|Armor Factor - Blunt}}*{{Q|Thrumbofur|Armor - Blunt Factor}}*100}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Every set of Recon armor found on an [[Empire#Janissary|Imperial Janissary]] will be black.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - No longer meets the clothing requirement of nobles, replaced in that role by [[Prestige recon armor]]&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Cold insulation improved from {{Temperature|32||delta}} -&amp;gt; {{Temperature|64||delta}}. Slave suppression offset of −30% added.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Locust armor]] - a slightly less protective variant of recon armor with an integrated jump pack.&lt;br /&gt;
* [[Prestige recon armor]] - a variant of recon armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravcore_power_cell&amp;diff=166600</id>
		<title>Gravcore power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravcore_power_cell&amp;diff=166600"/>
		<updated>2025-07-28T22:48:13Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added some analysis regarding power generation for gravships. Gravcore power cells are a highly efficient, mid-to-late game power option for gravship power generation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General also verify type2 (maybe power?) and correct vategory and navbox}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Gravcore power cell&lt;br /&gt;
| image = &lt;br /&gt;
| description =&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| flammability = 0.30&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 x 1&lt;br /&gt;
| placeable = true&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| cleaning time factor = &lt;br /&gt;
| filth multiplier = &lt;br /&gt;
| speed = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| work to make = 67&lt;br /&gt;
| resource 1 = Gravcore&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Gravlite panel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = Steel&lt;br /&gt;
| resource 4 amount = 60&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
== Summary ==&lt;br /&gt;
A power generator that passively draws a small amount of energy from gravitational waves passing through the gravship.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Gravcore power cells must be constructed on a gravship to function, occupy a 1x1 space, and output 1200 watts of power without any need for fuel. Their small size and efficient power output makes them the most space-efficient form of power production in the game. Given the space constraints of gravships, gravcore power cells are a very attractive option. By comparison, [[vanometric power cell]]s require a 2x1 space and output 1000 watts: double the space, for less power production. [[Unstable power cell]]s, acquired from defeating [[mech cluster]]s, occupy a 1x1 space, but output only 400 watts (one-third the power of a gravcore power cell), and are a considerable fire and explosion risk if damaged. All other forms of power generation available to gravships are either limited by outside conditions (sunlight and wind for solar panels and wind turbines, respectively), require fuel, or are limited to map-specific features like flowing water or steam geysers.&lt;br /&gt;
&lt;br /&gt;
Gravcore power cells are limited by the availability of [[gravcore]]s. These items are also used for [[gravship extender]]s and [[signal jammer]]s. Until the limit of 6 extenders is reached, constructing gravcore power cells represents an opportunity cost; generating power, at the expense of potentially expanding the size of the gravship. However, using gravcore power cells can save space that would have otherwise been used for power generation or storage. After reaching the gravship limit of 6 extenders, however, any future gravcores acquired can (and should) be used to generate power.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Marine_armor&amp;diff=165174</id>
		<title>Marine armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Marine_armor&amp;diff=165174"/>
		<updated>2025-07-16T10:48:47Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added a note to analysis that marine armor can be used in place of a vacsuit. The other power armors share the same vacuum resistance (30%) so the same note could be added elsewhere.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Marine armor&lt;br /&gt;
| image = PoweredArmor.png&lt;br /&gt;
| description = A suit of powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.&amp;lt;br/&amp;gt;Armor like this is often used by rapid-incursion space marines.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 340&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Marine armor&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| marketvalue  = 2035&lt;br /&gt;
| armorblunt  = 45&lt;br /&gt;
| armorsharp  = 106&lt;br /&gt;
| armorheat  = 54&lt;br /&gt;
| insulationcold = 32&lt;br /&gt;
| insulationheat = 9&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| tags = SpacerMilitary&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Marine armor''' is a set of [[power armor]] that forms a full set along with the [[Marine helmet]] and can effectively block gunshots, cuts, blunt trauma, or burns at the cost of a penalty to [[move speed]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward, found in [[ancient shrine]]s, purchased from [[outlander]] and [[Empire]] {{RoyaltyIcon}} [[traders]] and [[faction base]]s, or obtained from the following [[raider]] kinds:&lt;br /&gt;
&amp;lt;!--Raider is linked instead of a faction because its they are Mercenaries used by both Outlanders and Pirates--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Raider#Elite mercenary|Elite mercenary]] || ? || Normal || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Raider#Boss|Boss]] || ? || Normal || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Grenadier|Grenadier]] {{RoyaltyIcon}} || 100% || Normal || 70-230%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Apparel Move Speed Note|0.25}} &lt;br /&gt;
&lt;br /&gt;
{{Apparel Suppression Note|-0.30}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Melee Damage}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Marine armor is in the middle of the 3 [[power armor]]s - more protective than [[recon armor]], but less protective than [[cataphract armor]]{{RoyaltyIcon}}. As expected, it is also the middle tier in terms of expense. Marine armor is roughly equivalent to a Recon armor of one [[quality]] level above (e.g. a Normal Marine armor ~= Good Recon armor), or a Cataphract armor one quality level below.&lt;br /&gt;
&lt;br /&gt;
In general, marine armor faces competition with the more economical [[flak vest]]. A vest with suitable overgarment ([[duster]] made of [[devilstrand]] / [[thrumbofur]] / [[hyperweave]], or [[flak jacket]]) is noticeably cheaper for similar protection. Instead of using resources to create body armor, first create [[marine helmet]]s or [[cataphract helmet]]s{{RoyaltyIcon}} (if available), while sticking to vests + overgarments. Once every relevant colonist is equipped with top-tier helmets, then you can start creating body armor. Marine armor is still more protective, but much more expensive for doing so.&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], an end-game colony should equip marine armor on every colonist that doesn't mind the movement penalty, unless they could use a specialized armor like the [[mechlord suit]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Marine armor, as well as other power armors, provides {{+|30%}} [[vacuum resistance]], and can be used in place of a [[vacsuit]] to partially protect pawns from vacuum while in [[orbit]]. By comparison to a vacsuit, marine armor offers substantially more protection and a significantly lower move speed penalty, but is much more expensive to craft. A helmet or other source of vacuum resistance is needed for full protection.{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Compared to flak vests ===&lt;br /&gt;
A [[flak vest]] and overgarment are able to provide similar levels of protection. Due to the game's [[Armor#Armor Rating|Armor Rating calculations]], a vest and [[devilstrand]] duster are roughly equivalent in Sharp protection, which is the most common form of damage, comprising of nearly all ranged attacks. A vest with a [[thrumbofur]] or [[hyperweave]] duster is superior, instead comparable to [[cataphract armor]]. If none of the 3 aforementioned textiles are available, then [[flak jacket]]s are not far behind. &lt;br /&gt;
&lt;br /&gt;
Marine armor is better than any combination for Blunt protection. But due to the relatively low armor values for both armor sets and the {{AP}} of the blunt weapons likely to be faced, the qualitative and quantitative disparity between the armor sets is small. When made of devilstrand or hyperweave, a duster offers much more Heat protection than power armor. &lt;br /&gt;
&lt;br /&gt;
In terms of coverage, flak vests do not cover any arms or any leg, but marine armor does. Dusters protect everything marine armor does, while flak jackets additionally do not cover the legs. Coverage is otherwise identical. However, the arms and legs are not vital to a pawn. If destroyed, it can be replaced for {{Required Resources|bionic arm}} - less than the cost of marine armor. Even though power armor provides superior coverage, flak vests and devilstrand are ''much'' cheaper while protecting all vital areas.&lt;br /&gt;
&lt;br /&gt;
In addition, flak vests only slow the user by -0.12c/s, rather than -0.25 c/s from marine armor. Flak jackets, if used, slow the user by another -0.12c/s, for a total of -0.24 c/s.&lt;br /&gt;
 &lt;br /&gt;
=== Compared to grenadier armor ===&lt;br /&gt;
[[Grenadier armor]]{{RoyaltyIcon}} is a sidegrade to marine armor, unlocked for the same research. Grenadier armor has {{--|5%}} Sharp and {{--|5%}} Blunt armor, before [[quality]]. This discrepancy increases at higher quality; at legendary quality, it is {{--|9%}} less protective in both armor categories. Grenadier costs {{Icon Small|Steel}} 75 [[steel]] and {{Icon Small|Component}} 4 [[component]]s more than marine. Steel and components are likely easy to produce for a colony producing power armor, so the material cost is not terribly significant.&lt;br /&gt;
&lt;br /&gt;
The advantage of grenadier armor is its integrated grenade launcher, allowing colonists to wield a weapon and fire what are effectively [[frag grenade]]s, at {{Icon Small|steel}} 25 [[steel]] per grenade. Unlike proper grenades, grenadier armor deals more damage if it is of masterwork or legendary quality. However, the limited number of charges and natural inaccuracy and low range of grenades limits the effectiveness of grenadier. While grenades can be useful, this usefulness is only seen at close range.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Every set of marine armor found on an [[Empire#Grenadier|Imperial Grenadier]] {{RoyaltyIcon}} will be green.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
In older versions,{{Check Tag|Which?}} it only reduced move speed by 0.1c/s but also reduced [[Global Work Speed]] by 10%&lt;br /&gt;
* Beta 19 -  Renamed from '''Power armor''' to '''Marine armor'''. Received a buff to armor rating, the crafting time was greatly reduced, and the cost was changed. It also received a new description and name.&lt;br /&gt;
* 1.1 - it received a slight nerf to sharp protection (108% --&amp;gt; 106%).&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - No longer meets the clothing requirement of nobles, replaced in that role by [[Prestige marine armor]]&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Now spawns on new [[Empire#Grenadier|Imperial grenadiers]].{{RoyaltyIcon}}&lt;br /&gt;
* 1.3.? - Description changed to fix the lore inconsistency as [[Empire#Pawns|Imperial Janissaries]] {{RoyaltyIcon}} don't wear the armor. ''&amp;quot;Armor like this is often used by imperial janissaries and rapid-incursion space marines.&amp;quot;'' -&amp;gt; ''&amp;quot;Armor like this is often used by rapid-incursion space marines.&amp;quot;''.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Movement speed debuff changed from {{--|0.4}} c\s to {{--|.25}} c\s&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Grenadier armor]] - a slightly less protective variant of marine armor with an integrated grenade launcher.&lt;br /&gt;
* [[Prestige marine armor]] - a variant of marine armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=165099</id>
		<title>Sentience catalyst</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=165099"/>
		<updated>2025-07-16T00:13:01Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added a note to analysis that sentience catalysts can be used on wild humans, prior to them being tamed and joining the colony. The effect of using the sentience catalyst is retained. May be a bug.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Verify type}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Sentience catalyst&lt;br /&gt;
| image = SentienceCatalyst.png&lt;br /&gt;
| description = A single-use dose of mechanites used to enhance neural pathways in animals, permanently increasing their trainability and reducing their wildness.&amp;lt;br&amp;gt;The effect does not stack.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| hp = 80&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
}}&lt;br /&gt;
intro text&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Purchasable from Exotic Goods traders.&lt;br /&gt;
&lt;br /&gt;
Obtained through fishing.&lt;br /&gt;
&lt;br /&gt;
Found in Ancient Stockpiles&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
Can only be used once. &lt;br /&gt;
&lt;br /&gt;
Confirmed pen animals still require pen after gaining sentience.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Sentience catalysts can be used on wild humans that wander into a map tile. This applies a {{+|10%}} buff to [[consciousness]] to the pawn, which is retained if the wild human is tamed and brought into the colony as a colonist. &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
NAV AND CATEGORIES GO HERE.&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Research&amp;diff=161918</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Research&amp;diff=161918"/>
		<updated>2025-05-10T11:38:30Z</updated>

		<summary type="html">&lt;p&gt;Faber: /* Mechanics */ added basic information about schematics as a source of research points.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Research''' is the primary method through which players can enhance and expand the abilities of their [[colony]]. Certain [[buildings]] and [[gear]] require research in order to be built.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=Book mechanics}}&lt;br /&gt;
A [[research bench]] is required to conduct research, with some projects requiring more advanced research stations. Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. Some research projects introduced in the [[Royalty DLC]] {{RoyaltyIcon}}, and [[Biotech DLC]] {{BiotechIcon}} require additional unlocking using items such as [[techprint|techprints]] and mechanoid chips respectively, and only then would research be allowed. Research projects from the [[Anomaly DLC]] {{AnomalyIcon}} require the study of [[entities]] rather than standard research points. See the [[#Anomaly|Anomaly section]] for more details on Anomaly research projects.&lt;br /&gt;
&lt;br /&gt;
Once a project is selected, a [[Work#Research|researcher]] will work at the bench to generate research points. [[Research Speed]] is primarily determined by the Intellectual skill. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained. Multiple researchers will all contribute towards the same project, with no penalties. In addition, multiple benches can be used simultaneously, again, without penalty.&lt;br /&gt;
&lt;br /&gt;
Your faction's [[tech level]] determines research point costs, and therefore time spent researching. [[New Arrivals]] start at an Industrial level, and have normal costs for all research. [[New Tribe]]s start at a Neolithic tech level, so certain research costs are increased:&lt;br /&gt;
* Researching Medieval-level tech, like Long Swords, takes 1.5x the research points for tribes to complete. &lt;br /&gt;
* Researching Industrial-level tech or higher takes 2x the research for tribes. Note that the majority of research topics are industrial or higher.&lt;br /&gt;
Both New Arrivals and New Tribes start with certain projects already researched. Specific [[scenario]]s can add, but not remove, pre-researched topics.&lt;br /&gt;
&lt;br /&gt;
Research can also be conducted by pawns reading [[schematic]]s, which can be obtained through [[trading]] or earned through [[quest]]s. The number of research points generated is based on the quality of the schematic. Research points from schematics are not affected by the faction's tech level, pawn's research speed, or the storyteller's research speed setting. Each schematic will contribute points to one or two research projects. These projects are chosen when the schematic item is generated and cannot be modified. Schematics will stop contributing research points once the associated project is completed. See [[schematic]]s for more detailed mechanics and analysis.&lt;br /&gt;
&lt;br /&gt;
Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap. They can also add separate research tabs, independent of the main tree.&lt;br /&gt;
&lt;br /&gt;
=== Research speed ===&lt;br /&gt;
The number of research points gained is based on the researcher's [[research speed]] factor, which is largely based on their [[intellectual]] skill.&lt;br /&gt;
{{Research Points Table/explanation}}&lt;br /&gt;
{{Research Points Table|2500}}&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
=== Neolithic Research Projects ===&lt;br /&gt;
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychoid brewing&amp;quot;&lt;br /&gt;
! Psychoid brewing&lt;br /&gt;
| Prepare [[psychoid leaves]] into a mildly euphoria-inducing and addictive [[Psychite tea|tea]] at the campfire or cooking stove.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychoid brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tree sowing&amp;quot;&lt;br /&gt;
! Tree sowing&lt;br /&gt;
| Sow the local biome's natural [[trees]] in your fields.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tree sowing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beer brewing&amp;quot;&lt;br /&gt;
! Beer brewing&lt;br /&gt;
| Allows you to build a [[brewery]] and [[fermenting barrel|fermenting vats]] to transform [[hops]] into tasty, tasty [[beer]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Beer brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Passive cooler&amp;quot;&lt;br /&gt;
! Passive cooler&lt;br /&gt;
| Make [[passive cooler|passive coolers]], to [[Temperature|cool]] indoor spaces without using [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 400 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Passive cooler]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cocoa&amp;quot;&lt;br /&gt;
! Cocoa&lt;br /&gt;
| Sow [[Cocoa tree|cocoa trees]] to create your own delicious [[chocolate]]. Eating chocolate fulfills the need for [[recreation]], and it's valuable on the market too.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Tree sowing|Tree sowing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cocoa]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Devilstrand&amp;quot;&lt;br /&gt;
! Devilstrand&lt;br /&gt;
| Plant [[Devilstrand mushroom|devilstrand]], a slow-growing mushroom that yields an exceptionally tough, tear resistant plant [[Devilstrand|fiber]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Devilstrand]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pemmican&amp;quot;&lt;br /&gt;
! Pemmican&lt;br /&gt;
| Make [[pemmican]], a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pemmican]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recurve bow&amp;quot;&lt;br /&gt;
! Recurve bow&lt;br /&gt;
| Build the [[recurve bow]], an effective and inexpensive ranged weapon.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Recurve bow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Medieval Research Projects ===&lt;br /&gt;
Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex clothing&amp;quot;&lt;br /&gt;
! Complex clothing&lt;br /&gt;
| Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.&lt;br /&gt;
| 600&lt;br /&gt;
| 600 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 900&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Complex clothing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex furniture&amp;quot;&lt;br /&gt;
! Complex furniture&lt;br /&gt;
| Build complex [[furniture]] like [[bed]]s, [[end table]]s, [[dining chair]]s, [[armchair]]s, [[dresser]]s, [[tool cabinet]]s, [[billiards table|billiard table]]s{{Sic}}, and [[poker table]]s, [[vent]]s, [[sarcophagus|sarcophagi]], and more.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Complex furniture]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Carpet making&amp;quot;&lt;br /&gt;
! Carpet making&lt;br /&gt;
| Weave beautiful [[carpets]] from [[cloth]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Carpet making]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smithing&amp;quot;&lt;br /&gt;
! Smithing&lt;br /&gt;
| Build [[Electric smithy|smithies]] for crafting metal weapons and tools. Allows you to craft simple weapons like [[knife|knives]], [[gladius|gladii]], and [[mace]]s. Work metal into clean, beautiful floor [[Floors|tiles]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1050&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Smithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stonecutting&amp;quot;&lt;br /&gt;
! Stonecutting&lt;br /&gt;
| Cut [[rock chunk]]s into [[Materials#Stone|stone blocks]] for use in construction. Build beautiful [[stone tile]] [[floors]] or ugly [[concrete]] walkways.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Stonecutting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long blades&amp;quot;&lt;br /&gt;
! Long blades&lt;br /&gt;
| Craft [[longsword]]s and [[spear]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Long blades]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Plate armor&amp;quot;&lt;br /&gt;
! Plate armor&lt;br /&gt;
| Smith suits of [[plate armor]] from metal or wood. This heavy armor noticeably slows movement, but protects very effectively.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Smithing|Smithing]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Plate armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greatbow&amp;quot;&lt;br /&gt;
! Greatbow&lt;br /&gt;
| Craft [[greatbow]]s for killing enemies at great range.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Recurve bow|Recurve bow]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Greatbow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Noble apparel&amp;quot;&lt;br /&gt;
! Noble apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|noble-specific]] [[apparel]] like [[formal shirt]]s and [[royal robe]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Noble apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Royal apparel&amp;quot;&lt;br /&gt;
! Royal apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|royal]] [[apparel]] of the highest tier, like [[royal robe]]s and [[crown]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Noble apparel|Noble apparel]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Royal apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harp&amp;quot;&lt;br /&gt;
! Harp {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[harp]], a simple stationary musical instrument popular among [[Titles|nobility]] in some cultures.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Complex furniture|Complex furniture]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Harp]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harpsichord&amp;quot;&lt;br /&gt;
! Harpsichord {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[Harpsichord]], a complex stationary musical instrument.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Harp|Harp]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Harpsichord]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Industrial Research Projects ===&lt;br /&gt;
Research projects of the Industrial tech level. Tribes require 2x as much research time to research these. Colonies require only the base cost. &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug production&amp;quot;&lt;br /&gt;
! Drug production&lt;br /&gt;
| Build a [[drug lab]] for basic drug synthesis. Further research is required to make specific drugs.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Drug production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite refining&amp;quot;&lt;br /&gt;
! Psychite refining&lt;br /&gt;
| Refine [[psychoid leaves]] into [[flake]] and [[yayo]], different forms of the euphoric drug psychite.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychite refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up production&amp;quot;&lt;br /&gt;
! Wake-up production&lt;br /&gt;
| Synthesize [[wake-up]], a work performance-enhancing drug which replaces the need for sleep.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Wake-up production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice production&amp;quot;&lt;br /&gt;
! Go-juice production&lt;br /&gt;
| Produce [[go-juice]], a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Go-juice production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Penoxycyline production&amp;quot;&lt;br /&gt;
! Penoxycyline production&lt;br /&gt;
| Produce [[Penoxycyline]] a disease prevention drug which blocks [[plague]], [[malaria]], and more before they start.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Penoxycyline production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Electricity&amp;quot;&lt;br /&gt;
! Electricity&lt;br /&gt;
| Harness the power of electricity for a hundred different tasks.&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 3200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Electricity]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Battery&amp;quot;&lt;br /&gt;
! Battery&lt;br /&gt;
| Build [[Battery|batteries]] for storing [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Battery]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biofuel refining&amp;quot;&lt;br /&gt;
! Biofuel refining&lt;br /&gt;
| Build [[Biofuel refinery|Biofuel refineries]] to make [[chemfuel]] from biological matter like [[wood]] or [[Food|foodstuffs]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Biofuel refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Watermill generator&amp;quot;&lt;br /&gt;
! Watermill generator&lt;br /&gt;
| Build [[watermill generator]]s on rivers to generate a steady supply of [[power]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Watermill generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nutrient paste&amp;quot;&lt;br /&gt;
! Nutrient paste&lt;br /&gt;
| Build [[nutrient paste dispenser]]s which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all.&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Nutrient paste]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Solar panel&amp;quot;&lt;br /&gt;
! Solar panel&lt;br /&gt;
| Build [[solar panel]]s for electrical generation.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Solar panel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Air conditioning&amp;quot;&lt;br /&gt;
! Air conditioning&lt;br /&gt;
| Build [[cooler]]s to make people comfortable in hot weather or to construct freezers for storing perishable goods.&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Air conditioning]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autodoor&amp;quot;&lt;br /&gt;
! Autodoor&lt;br /&gt;
| Build [[autodoor]]s which automatically open when someone approaches without slowing anyone down.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Autodoor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hydroponics&amp;quot;&lt;br /&gt;
! Hydroponics&lt;br /&gt;
| Build [[hydroponics basin]]s to rapidly grow crops indoors regardless of the terrain or weather outside.&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Hydroponics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tube television&amp;quot;&lt;br /&gt;
! Tube television&lt;br /&gt;
| Produce [[tube television]]s for [[Recreation|recreational]] watching.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tube television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Packaged survival meal&amp;quot;&lt;br /&gt;
! Packaged survival meal&lt;br /&gt;
| Produce [[packaged survival meal]]s, which never go bad. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Nutrient paste|Nutrient paste]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Packaged survival meal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Firefoam&amp;quot;&lt;br /&gt;
! Firefoam&lt;br /&gt;
| Construct [[firefoam popper]]s, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Firefoam]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;IEDs&amp;quot; id=&amp;quot;Ieds&amp;quot;&lt;br /&gt;
! IEDs&lt;br /&gt;
| Build improvised traps from any kind of mortar shell. &lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::IEDs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Geothermal power&amp;quot;&lt;br /&gt;
! Geothermal power&lt;br /&gt;
| Build [[Geothermal generator|geothermal power plants]] on top of steam geysers, for uninterrupted [[power]].&lt;br /&gt;
| 3200&lt;br /&gt;
| 3200&lt;br /&gt;
| 6400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Geothermal power]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile materials&amp;quot;&lt;br /&gt;
! Sterile materials&lt;br /&gt;
| Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Sterile materials]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced lights&amp;quot;&lt;br /&gt;
! Advanced lights&lt;br /&gt;
| Build powerful outdoors lights. Additionally, customize the color of electric lights and reduce their power consumption by half. This does not affect sun lamps.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced lights]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machining&amp;quot;&lt;br /&gt;
! Machining&lt;br /&gt;
| Build [[machining table]]s to craft [[Weapons|guns]], grenades, flak [[armor]], and to shred dead [[mechanoids]] for [[Steel|resources]].&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Machining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokepop packs&amp;quot;&lt;br /&gt;
! Smokepop packs&lt;br /&gt;
| Build [[smokepop pack]]s which allow the wearer to deploy a defensive smokescreen.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Smokepop packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Prosthetics&amp;quot;&lt;br /&gt;
! Prosthetics&lt;br /&gt;
| Build inexpensive [[Prosthetics|prosthetic]] body parts to replace lost limbs. Requires a skilled [[Skills#Medical|doctor]] to attach.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Prosthetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunsmithing&amp;quot;&lt;br /&gt;
! Gunsmithing&lt;br /&gt;
| Craft simple manually operated guns like [[revolver]]s, [[pump shotgun]]s, [[bolt-action rifle]]s, and [[incendiary launcher]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gunsmithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flak armor&amp;quot;&lt;br /&gt;
! Flak armor&lt;br /&gt;
| Craft [[Flak jacket|clothing]] [[Flak vest|with metal]] [[Flak pants|armor]] sewn in to resist bullets and explosions. This weighty armor slows [[move speed|movement]] slightly.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;br/&amp;gt;[[#Plate armor|Plate armor]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flak armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mortars&amp;quot;&lt;br /&gt;
! Mortars&lt;br /&gt;
| Build [[mortar]]s which can lob [[mortar shell]]s long distances - even over walls.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mortars]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blowback operation&amp;quot;&lt;br /&gt;
! Blowback operation&lt;br /&gt;
| Craft low-power blowback-operated guns like [[autopistol]]s and [[machine pistol]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Blowback operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gas operation&amp;quot;&lt;br /&gt;
! Gas operation&lt;br /&gt;
| Craft high-power guns like [[chain shotgun]]s, [[LMG]]s, and [[heavy SMG]]s.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gas operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gun turrets&amp;quot;&lt;br /&gt;
! Gun turrets&lt;br /&gt;
| Produce simple [[Mini-turret|automated gun turrets]].&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gun turrets]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam turret&amp;quot;&lt;br /&gt;
! Foam turret&lt;br /&gt;
| Produce a [[Foam turret|turret]] which can be activated to spray [[Firefoam|fire-extinguishing foam]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1600&lt;br /&gt;
| [[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Firefoam|Firefoam]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Foam turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Microelectronics&amp;quot;&lt;br /&gt;
! Microelectronics &lt;br /&gt;
| Work with complex microelectronics. This unlocks the [[Hi-tech research bench]] and [[comms console]].&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Microelectronics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flatscreen television&amp;quot;&lt;br /&gt;
! Flatscreen television&lt;br /&gt;
| Produce high-resolution [[flatscreen television]]s for greater [[Recreation|enjoyment]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Tube television|Tube television]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flatscreen television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Moisture pump&amp;quot;&lt;br /&gt;
! Moisture pump&lt;br /&gt;
| Construct [[moisture pump]]s, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Moisture pump]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hospital bed&amp;quot;&lt;br /&gt;
! Hospital bed&lt;br /&gt;
| Construct [[hospital bed]]s which improve medical outcomes.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Sterile materials|Sterile materials]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Hospital bed]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep drilling&amp;quot;&lt;br /&gt;
! Deep drilling&lt;br /&gt;
| Build [[deep drill]]s for extracting resources from deep underground. You'll need a [[ground-penetrating scanner]] to find the resources.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deep drilling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ground-penetrating scanner&amp;quot;&lt;br /&gt;
! Ground-penetrating scanner&lt;br /&gt;
| Build [[ground-penetrating scanner]]s that can detect drillable resources deep under the surface. Requires an advanced component to construct.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Deep drilling|Deep drilling]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ground-penetrating scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Transport pod&amp;quot;&lt;br /&gt;
! Transport pod&lt;br /&gt;
| Construct launchable [[transport pod]]s that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, traveling, sending gifts, and more.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Biofuel refining|Biofuel refining]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Transport pod]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Medicine production&amp;quot;&lt;br /&gt;
! Medicine production&lt;br /&gt;
| Produce standard industrial-tech [[medicine]] by combining [[herbal medicine]], [[neutroamine]], and [[cloth]].&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Drug production|Drug production]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Medicine production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-range mineral scanner&amp;quot;&lt;br /&gt;
! Long-range mineral scanner&lt;br /&gt;
| Construct [[long-range mineral scanner]]s your researchers can use to detect precious minerals across the planet. Can be turned to find a specific mineral. Requires advanced components to construct.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Long-range mineral scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shields&amp;quot;&lt;br /&gt;
! Shields&lt;br /&gt;
| Build wearable [[shield belt|shield]] [[Low-shield pack|gear]]. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Shields]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Precision rifling&amp;quot;&lt;br /&gt;
! Precision rifling&lt;br /&gt;
| Craft precisely-machined guns like [[assault rifle]]s and [[sniper rifle]]s.&lt;br /&gt;
| 1400&lt;br /&gt;
| 1400&lt;br /&gt;
| 2800&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Precision rifling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autocannon turret&amp;quot;&lt;br /&gt;
! Autocannon turret&lt;br /&gt;
| Produce the heavy, long-ranged [[autocannon turret]].&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600&lt;br /&gt;
| 3200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Autocannon turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multibarrel weapons&amp;quot;&lt;br /&gt;
! Multibarrel weapons&lt;br /&gt;
| Assemble [[minigun]]s.&lt;br /&gt;
| 2600&lt;br /&gt;
| 2600&lt;br /&gt;
| 5200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Multibarrel weapons]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multi-analyzer&amp;quot;&lt;br /&gt;
! Multi-analyzer&lt;br /&gt;
| Build [[multi-analyzer]]s which increase research speed, and allow higher level research projects.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Multi-analyzer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vitals monitor&amp;quot;&lt;br /&gt;
! Vitals monitor&lt;br /&gt;
| Builds [[vitals monitor]]s which improve medical outcomes when placed next to [[hospital bed]]s.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Hospital bed|Hospital bed]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Vitals monitor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fabrication&amp;quot;&lt;br /&gt;
! Fabrication&lt;br /&gt;
| Build [[fabrication bench]]es, capable of high-tech projects ranging from [[component]] assembly to [[Recon armor|power]] [[Marine armor|armor]] construction.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced fabrication&amp;quot;&lt;br /&gt;
! Advanced fabrication&lt;br /&gt;
| Fabricate [[advanced component]]s from standard [[components]] and other materials.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Uranium slug turret&amp;quot;&lt;br /&gt;
! Uranium slug turret&lt;br /&gt;
| Produce the armor-penetrating [[uranium slug turret]]. It fires uranium slugs which tear though [[plasteel]] like paper, but it's less effective at close range.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|[[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Uranium slug turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rocketswarm launcher&amp;quot;&lt;br /&gt;
! Rocketswarm launcher&lt;br /&gt;
| Produce [[rocketswarm launcher]]s, single-burst turrets which can devastate a wide area at a key moment in battle.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|[[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Rocketswarm launcher]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piano&amp;quot;&lt;br /&gt;
! Piano {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[piano]], an advanced stationary musical instrument.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Harpsichord|Harpsichord]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Piano]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jump packs&amp;quot;&lt;br /&gt;
! Jump packs {{RoyaltyIcon}}&lt;br /&gt;
| Build [[jump pack]]s to perform aerial assaults during combat&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Jump packs [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Jump packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunlink&amp;quot;&lt;br /&gt;
! Gunlink {{RoyaltyIcon}}&lt;br /&gt;
| Build wearable [[gunlink]]s to enhance your soldiers' [[Shooting Accuracy|shooting accuracy]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gunlink]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! Biosculpting {{IdeologyIcon}}&lt;br /&gt;
| Construct [[Biosculpter pod]]s which can perform various biological alterations to colonists. These are especially important to believers in [[Ideoligion#Transhumanist|transhumanism]].&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Biosculpting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bioregeneration&amp;quot;&lt;br /&gt;
! Bioregeneration {{IdeologyIcon}}&lt;br /&gt;
| Unlock the [[biosculpter pod]]'s [[Biosculpter pod#Bioregeneration|bioregeneration]] cycle. This cycle heals old scars, regenerates small lost body parts like fingers and toes, and cures many of the physical maladies that come with old age.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Biosculpting|Biosculpting]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioregeneration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharger&amp;quot;&lt;br /&gt;
! Neural supercharger {{IdeologyIcon}}&lt;br /&gt;
| Construct [[Neural supercharger]] devices. Neural superchargers improve consciousness and learning rate, but they also increase hunger and the effect must be refreshed daily. Transhumanists often hold neural supercharging as an important practice.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neural supercharger]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxifier generator&amp;quot;&lt;br /&gt;
! Toxifier generator {{BiotechIcon}}&lt;br /&gt;
| Create [[toxifier generator]]s which generate electricity, but also spread [[pollution]] around themselves.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Toxifier generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Xenogenetics&amp;quot;&lt;br /&gt;
! Xenogenetics {{BiotechIcon}}&lt;br /&gt;
| Create [[xenogerm]]s which can be implanted in a person to genetically modify them. Extract [[genepack]]s from living people using a [[gene extractor]] so you can reimplant their [[genes]] into someone else.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Xenogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene processor&amp;quot;&lt;br /&gt;
! Gene processor {{BiotechIcon}}&lt;br /&gt;
| Build [[gene processor]]s, which allow a [[gene assembler]] to create xenogerms of higher genetic complexity.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Xenogenetics|Xenogenetics]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gene processor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archogenetics&amp;quot;&lt;br /&gt;
! Archogenetics {{BiotechIcon}}&lt;br /&gt;
| Allows a gene assembler to use [[archite capsule]]s to create seemingly-impossible genes. [[Genes#Archite|Archite genes]] and archite capsules can be obtained from traders.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Gene Processor|Gene Processor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Archogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest {{BiotechIcon}}&lt;br /&gt;
| Those with the [[deathrest]] gene must periodically undergo a special deathrest coma that lasts several days. This research project allows you to construct buildings which accelerate the deathrest coma and confer specific bonuses on the deathrester. Over time, you can build a grand deathrest temple.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deathrest]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertility procedures&amp;quot;&lt;br /&gt;
! Fertility procedures {{BiotechIcon}}&lt;br /&gt;
| Perform the surgeries necessary to create a test tube [[embryo]] from a fertile man and woman, then implant the embryo in a surrogate mother or [[growth vat]]. Also, perform sterilization surgeries on men and women.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fertility procedures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox gas&amp;quot;&lt;br /&gt;
! Tox gas {{BiotechIcon}}&lt;br /&gt;
| Produce weapons that utilize caustic [[tox gas]].&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tox gas]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Basic mechtech&amp;quot;&lt;br /&gt;
! Basic mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your [[mechanitor]] to create and control basic-tier mechanoids.&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple (Mechanitor)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Basic mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard mechtech&amp;quot;&lt;br /&gt;
! Standard mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control standard-tier mechanoids. You can get signal chips by using a mechanitor to summon a [[diabolus]] threat.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Basic mechtech|Basic mechtech]]&lt;br /&gt;
| Simple (Mechanitor)&amp;lt;br/&amp;gt;1x [[Signal chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Standard mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High mechtech&amp;quot;&lt;br /&gt;
! High mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control high-tier mechanoids. You can get powerfocus chips by using a mechanitor to summon a [[war queen]] threat.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Standard mechtech|Standard mechtech]]&amp;lt;br/&amp;gt;[[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x [[Powerfocus chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::High mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wastepack atomizer&amp;quot;&lt;br /&gt;
! Wastepack atomizer {{BiotechIcon}}&lt;br /&gt;
| Build [[wastepack atomizer]]s which can safely dispose of [[toxic wastepack]]s by decomposing them at the molecular level.&lt;br /&gt;
| 8000&lt;br /&gt;
| 8000&lt;br /&gt;
| 16000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Simple&amp;lt;br/&amp;gt;1x [[Nano structuring chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Wastepack atomizer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Security door&amp;quot;&lt;br /&gt;
! Security door {{AnomalyIcon}}&lt;br /&gt;
| Build a heavily reinforced door. It is slow to open and requires power, but is very strong. It's a good choice if you want to keep something dangerous out - or in.&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Autodoor|Autodoor]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Security door]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Turret pack&amp;quot;&lt;br /&gt;
! Turret pack {{AnomalyIcon}}&lt;br /&gt;
| Build a wearable pack that allows a user to deploy a battery-powered turret.&lt;br /&gt;
| 1400&lt;br /&gt;
| 1400&lt;br /&gt;
| 2800&lt;br /&gt;
| [[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Turret pack]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Spacer Research Projects ===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cryptosleep casket&amp;quot;&lt;br /&gt;
! Cryptosleep casket&lt;br /&gt;
| Construct [[cryptosleep casket]]s, which can put living beings in a state of indefinite suspended animation.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recon armor&amp;quot;&lt;br /&gt;
! Recon armor&lt;br /&gt;
| Craft [[Recon helmet|recon]] [[Recon armor| armor]], a light powered armor suit used by scout troops who need protection on the move. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Recon armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marine armor&amp;quot;&lt;br /&gt;
! Marine armor&lt;br /&gt;
| Build [[Marine helmet|marine]] [[Marine armor| armor]]. A general-use powered armor suit used by high-tech shock troops. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Recon armor|Recon armor]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Marine armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pulse charged munitions&amp;quot;&lt;br /&gt;
! Pulse charged munitions&lt;br /&gt;
| Build [[Charge rifle|weapons]] which fire pulse-charged munitions for extra damage. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pulse charged munitions]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bionic replacements&amp;quot;&lt;br /&gt;
! Bionic replacements&lt;br /&gt;
| Build high-tech [[bionic]] body parts to replace [[Bionic arm|lost]] [[Bionic leg|limbs]] and [[Bionic eye|eyes]]. Requires a skilled [[Skills#Medical|doctor]] to attach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000?&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bionic replacements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight basics&amp;quot;&lt;br /&gt;
! Starflight basics&lt;br /&gt;
| Construct the structural and supportive elements of a [[ship|starship]]. This is the first step in building a ship to leave this star system.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starflight basics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight sensors&amp;quot;&lt;br /&gt;
! Starflight sensors&lt;br /&gt;
| Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br/&amp;gt;[[#Long-range mineral scanner|Long-range mineral scanner]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starflight sensors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vacuum cryptosleep casket&amp;quot;&lt;br /&gt;
! Vacuum cryptosleep casket&lt;br /&gt;
| Construct hardened [[cryptosleep casket|ship cryptosleep caskets]] tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars.&lt;br /&gt;
| 2800&lt;br /&gt;
| 2800&lt;br /&gt;
| 5600&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br/&amp;gt;[[#Cryptosleep casket|Cryptosleep casket]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Vacuum cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starship reactor&amp;quot;&lt;br /&gt;
! Starship reactor&lt;br /&gt;
| Build a long-duration nuclear [[Ship reactor|reactor]] to power a [[ship|starship]]. Note that reactors have a long startup process that will attract raiders.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starship reactor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Johnson-Tanaka drive&amp;quot;&lt;br /&gt;
! Johnson-Tanaka drive&lt;br /&gt;
| Construct a Johnson-Tanaka drive for a [[ship]]. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Johnson-Tanaka drive]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machine persuasion&amp;quot;&lt;br /&gt;
! Machine persuasion&lt;br /&gt;
| Build a reward-signal system to persuade an existing [[persona core|AI persona]] into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Machine persuasion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cataphract armor&amp;quot;&lt;br /&gt;
! Cataphract armor {{RoyaltyIcon}}&lt;br /&gt;
| Craft [[Cataphract helmet|cataphract]] [[Cataphract armor| armor]], heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Marine armor|Marine armor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;2x Cataphract Armor [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cataphract armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brain wiring&amp;quot;&lt;br /&gt;
! Brain wiring {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that [[joywire|induce]] or [[painstopper|prevent]] blunt sensations like [[Mood|joy]] or [[pain]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Brain Wiring [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Brain wiring]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Specialized limbs&amp;quot;&lt;br /&gt;
! Specialized limbs {{RoyaltyIcon}}&lt;br /&gt;
| Craft specialized bionic limbs built for specific purposes - both [[Power claw|combat]] and labor.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Specialized Limbs [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Specialized limbs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Compact weaponry&amp;quot;&lt;br /&gt;
! Compact weaponry {{RoyaltyIcon}}&lt;br /&gt;
| Craft compact, concealable bionic weapons which can be embedded in various body parts.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Compact Weaponry [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Compact weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poison synthesis&amp;quot;&lt;br /&gt;
! Poison synthesis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Compact weaponry|Compact weaponry]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Poison Synthesis [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Poison synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxin filtration&amp;quot;&lt;br /&gt;
! Toxin filtration {{BiotechIcon}}&lt;br /&gt;
| Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Toxin filtration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! Growth vats {{BiotechIcon}}&lt;br /&gt;
| Construct growth vats which can gestate an embryo or accelerate a [[child]]'s growth.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Growth vats]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Ultra Research Projects ===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Artificial metabolism&amp;quot;&lt;br /&gt;
! Artificial metabolism {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that process food [[sterilizing stomach|more safely]] or [[Nuclear stomach|efficiently]] than a biological stomach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Artificial Metabolism [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Artificial metabolism]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural computation&amp;quot;&lt;br /&gt;
! Neural computation {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that assist [[Neurocalculator|thought]] and [[Learning assistant|learning]] by use of a direct, shallow brain-computer interface.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Neural Computation [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neural computation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin hardening&amp;quot;&lt;br /&gt;
! Skin hardening {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionic implants which [[stoneskin gland|induce]] the [[toughskin gland|toughening]] of natural skin, producing an [[armorskin gland|armor-like]] effect.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Skin Hardening [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Skin hardening]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Healing factors&amp;quot;&lt;br /&gt;
! Healing factors {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that enhance natural [[healing enhancer|healing]] processes.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Healing Factors [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Healing factors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flesh shaping&amp;quot;&lt;br /&gt;
! Flesh shaping {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics which induce the reshaping of natural flesh, usually for the purposes of [[aesthetic shaper|aesthetic]] [[aesthetic nose|enhancement]] or [[love enhancer|personal pleasure]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Flesh Shaping [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flesh shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Molecular analysis&amp;quot;&lt;br /&gt;
! Molecular analysis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics with molecular analyzers for [[Immunoenhancer|assisting the immune system]] or [[Gastro-analyzer|analyzing food]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Molecular Analysis [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Molecular analysis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Circadian influence&amp;quot;&lt;br /&gt;
! Circadian influence {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that chemically manipulate the circadian rhythm, [[Circadian assistant|reducing]] or [[Circadian half-cycler|altering]] the need to sleep.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Circadian Influence [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Circadian influence]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ultra mechtech&amp;quot;&lt;br /&gt;
! Ultra mechtech {{BiotechIcon}}&lt;br /&gt;
| The advanced technology needed for your mechanitor to create and control ultra-tier mechanoids, including large mechs and ultra-tier mechanitor gear. You can get nano structuring chips by using a mechanitor to summon an [[apocriton]] threat.&lt;br /&gt;
| 5000&lt;br /&gt;
| 5000&lt;br /&gt;
| 10000&lt;br /&gt;
| [[#High mechtech|High mechtech]]&amp;lt;br/&amp;gt;[[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x [[Nano structuring chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ultra mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
== Anomaly ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Dark study is the primary method through which players can unlock the abilities in the Anomaly DLC for their [[colony]]. It is unlocked by investigating the &amp;quot;fallen monolith&amp;quot;. Certain [[buildings]] and [[gear]] require dark study in order to be built.&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
{{Stub|section=1|reason=This System has way more to it than just the projects itself. Also see [[containment]] for impact of strength on study}} &amp;lt;!-- may be a good idea to split basic and advanced into two tables --&amp;gt; &amp;lt;!-- potentially make serums their own as well? --&amp;gt;&lt;br /&gt;
While regular research is a kind of stationary work, performed in a single room inside the colony, dark study must be done where the studied entity is located. Captured entities will be studied in their containment room, [[void monolith]] and [[obelisk]]s can't be moved and must be studied right where they spawn, while anomaly items such as [[golden cube]] or [[unnatural corpse]] can be moved to wherever you want to study them.&lt;br /&gt;
Each anomaly entity gives either basic or advanced study points when studied, which go to the active basic or advanced study project. At first, the [[void monolith]] and all encountered entities will give basic study points. But eventually entities that give advanced study points will appear, and the monolith can also be attuned to give advanced points instead of basic points. Advanced study points convert into basic research if no advanced research is active, but basic study points never convert into advanced study points.&lt;br /&gt;
Unlike researching, studying speed is not determined by the researcher's intellectual skill, but by their studying efficiency, which can be improved by the [[voidsight serum]]. Studying speed also depend on the condition of the entity being studied. Captured entities give more study points if the containment strength is high, and obelisks give more points if their activity level is high. Different types of captured entities also give different amount and type of study points.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
====Basic projects====&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost &amp;lt;!-- knowledgeCost--&amp;gt;&lt;br /&gt;
! Required Research &amp;lt;!-- prerequisites --&amp;gt;&lt;br /&gt;
! Entity Codex Requirement&lt;br /&gt;
! Category &amp;lt;!-- There are 6 categories of research, but only 5 listed --&amp;gt; &amp;lt;!-- Basic and advanced psychic rituals have been merged as the tier column makes separation redundant with current layout --&amp;gt;&lt;br /&gt;
! Required [[Entities|Entity]] Tier &amp;lt;!-- knowledgeCategory --&amp;gt; &amp;lt;!-- only 2(Basic, Advanced) of the 3(Basic, Advanced, Ultimate) tiers are involved in researching listed tech --&amp;gt;&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&amp;lt;!-- Bioferrite content --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Bioferrite harvesting&amp;quot;&lt;br /&gt;
! Bioferrite harvesting {{AnomalyIcon}}&lt;br /&gt;
| Build bioferrite harvesters to generate [[Bioferrite|bioferrite]] from captured [[Entities|entities]] contained in [[Holding platform|holding platforms]].&lt;br /&gt;
| 10&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite harvesting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Bioferrite shaping&amp;quot;&lt;br /&gt;
! Bioferrite shaping {{AnomalyIcon}}&lt;br /&gt;
| Shape and re-form [[Bioferrite|bioferrite]] into useful tools, weapons, flooring, and more.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Bioferrite weaponry&amp;quot; &amp;lt;!-- for some reason its def name is BioferriteIgnition --&amp;gt;&lt;br /&gt;
! Bioferrite weaponry {{AnomalyIcon}}&lt;br /&gt;
| Create advanced [[Weapons|weapons]] that use [[Bioferrite|bioferrite]] as a fuel source.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Void sculptures&amp;quot;&lt;br /&gt;
! Void sculptures {{AnomalyIcon}}&lt;br /&gt;
| Craft special void sculptures from [[Bioferrite|bioferrite]] to enhance the quality of [[Psychic rituals|psychic rituals]].&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&amp;lt;br/&amp;gt;[[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Void sculptures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Frenzy inducer&amp;quot;&lt;br /&gt;
! Frenzy inducer {{AnomalyIcon}}&lt;br /&gt;
| Build [[Shard|shard]]-powered structures that generate a frenetic psychic field to make anyone nearby move and work faster. However, the unstable emotional energy creates a tendency towards violence, irritating anyone nearby.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Sleep suppressor|Sleep suppressor]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Frenzy inducer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Sleep suppressor&amp;quot;&lt;br /&gt;
! Sleep suppressor {{AnomalyIcon}}&lt;br /&gt;
| Build [[Shard|shard]]-powered structures that stimulate those nearby to prevent fatigue. The device will irritate anyone nearby.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&amp;lt;br/&amp;gt;[[#Entity containment|Entity containment]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Sleep suppressor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Containment content --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Entity containment&amp;quot;&lt;br /&gt;
! Entity containment {{AnomalyIcon}}&lt;br /&gt;
| Build holding platforms and inhibitors to better contain [[Entities|entities]].&lt;br /&gt;
| 10&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| &lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Entity containment]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Electroharvester&amp;quot;&lt;br /&gt;
! Electroharvester {{AnomalyIcon}}&lt;br /&gt;
| Build a [[Generator|generator]] that draws [[Power|electricity]] from contained [[Entities|entities]]. This process aggravates entities, making them harder to contain.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Entity containment|Entity containment]]&lt;br /&gt;
| &lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Electroharvester]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Disruptor flares&amp;quot;&lt;br /&gt;
! Disruptor flares {{AnomalyIcon}}&lt;br /&gt;
| Build [[Bioferrite|bioferrite]]-based flare packs that reveal invisible creatures and light up an area.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Entity containment|Entity Containment]]&amp;lt;br/&amp;gt;[[#Bioferrite shaping|Bioferrite Shaping]]&lt;br /&gt;
| &lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Disruptor flares]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Proximity detector&amp;quot;&lt;br /&gt;
! Proximity detector {{AnomalyIcon}}&lt;br /&gt;
| Build a device that can detect invisible creatures.&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Entity containment|Entity containment]]&lt;br /&gt;
| [[Sightstealer]]&lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Proximity detector]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Psychic rituals --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot; &amp;lt;!-- def name is BasicPsychicRituals --&amp;gt;&lt;br /&gt;
! Void provocation {{AnomalyIcon}}&lt;br /&gt;
| Build a [[Psychic ritual spot|psychic ritual spot]] and perform [[Psychic rituals|psychic rituals]]. Use the void provocation ritual to discover new [[Entities|entities]].&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Void provocation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot; &amp;lt;!-- for some reason its def name is SummonAnimals --&amp;gt;&lt;br /&gt;
! Draw animals {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which will draw a herd of [[Animals|animals]].&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Draw animals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot; &amp;lt;!-- for some reason its def name is SummonShamblers --&amp;gt;&lt;br /&gt;
! Draw shamblers {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which will draw a horde of [[Shambler|animated corpses]]. While hostile, the corpses won't attack your colony directly. They can be captured for study.&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Draw animals|Draw animals]]&lt;br /&gt;
| [[Shambler]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Draw shamblers]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! Chronophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that causes a target to age rapidly. The ritual invoker will become younger in the process. The target will suffer brain damage as a result, which may be lethal for elderly targets.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Psychophagy|Psychophagy]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Chronophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! Psychophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which deadens a target's [[Psychic sensitivity|psychic sensitivity]] and temporarily boosts the ritual invoker's [[Psychic sensitivity|psychic sensitivity]]. The target will suffer brain damage as a side-effect.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! Skip abduction {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that abducts a random [[Hostile|hostile]] person from anywhere in the world, putting them in a short-term coma for capture.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Skip abduction]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Summon fleshbeasts&amp;quot;&lt;br /&gt;
! Summon fleshbeasts {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which provokes [[Fleshbeasts|fleshbeasts]] to emerge from the ground near enemies, attacking anyone nearby.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Draw animals|Draw animals]]&lt;br /&gt;
| [[Fleshbeast]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Summon Flashbeasts]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Misc --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Bliss lobotomy&amp;quot;&lt;br /&gt;
! Bliss lobotomy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Doctoring#Operations|surgery]] that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor.&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&lt;br /&gt;
| [[Gorehulk]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bliss lobotomy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Ghoul infusion&amp;quot;&lt;br /&gt;
! Ghoul infusion {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Doctoring#Operations|surgery]] that infuses a living person with an [[Shard|archotech shard]], transforming them into a terrifying ghoul. [[Ghoul|Ghouls]] are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&lt;br /&gt;
| [[Ghoul]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul infusion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Deadlife dust&amp;quot;&lt;br /&gt;
! Deadlife dust {{AnomalyIcon}}&lt;br /&gt;
| Craft devices that produce clouds of microscopic [[Archotech#Archotechnology|archites]]. The archites can reanimate corpses to produce deadly [[Shambler|shamblers]] that will only attack your enemies.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| [[Death pall]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deadlife dust]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Anomaly Research Points|A}} &amp;quot;The Anomaly&amp;quot; scenario starts with a single [[holding platform]] and [[proximity detector]]&lt;br /&gt;
&lt;br /&gt;
====Advanced projects====&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost &amp;lt;!-- knowledgeCost--&amp;gt;&lt;br /&gt;
! Required Research &amp;lt;!-- prerequisites --&amp;gt;&lt;br /&gt;
! Entity Codex Requirement&lt;br /&gt;
! Category &amp;lt;!-- There are 6 categories of research, but only 5 listed --&amp;gt; &amp;lt;!-- Basic and advanced psychic rituals have been merged as the tier column makes separation redundant with current layout --&amp;gt;&lt;br /&gt;
! Required [[Entities|Entity]] Tier &amp;lt;!-- knowledgeCategory --&amp;gt; &amp;lt;!-- only 2(Basic, Advanced) of the 3(Basic, Advanced, Ultimate) tiers are involved in researching listed tech --&amp;gt;&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&amp;lt;!-- Bioferrite content --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Bioferrite generator&amp;quot;&lt;br /&gt;
! Bioferrite generator {{AnomalyIcon}}&lt;br /&gt;
| Build power [[Generator|generators]] that burn [[Bioferrite|bioferrite]] as a fuel.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Electroharvester|Electroharvester]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Insanity weaponry&amp;quot;&lt;br /&gt;
! Insanity weaponry {{AnomalyIcon}}&lt;br /&gt;
| Restructure [[Shard|archotech shards]] into limited-use weapons that shock, manipulate, and destroy enemies using [[Archotech|archotechnology]].&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| [[Nociosphere]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Insanity weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Mutation weaponry&amp;quot;&lt;br /&gt;
! Mutation weaponry {{AnomalyIcon}}&lt;br /&gt;
| Restructure [[Shard|archotech shards]] into limited-use weapons that twist living targets into terrifying creatures.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite Shaping]]&lt;br /&gt;
| [[Fleshmass nucleus]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mutation weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Atmospheric heater&amp;quot;&lt;br /&gt;
! Atmospheric heater {{AnomalyIcon}}&lt;br /&gt;
| Build [[Bioferrite|bioferrite]]-powered [[Heater|heaters]] that produce enough heat to warm an entire region.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite generator|Bioferrite generator]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Atmospheric heater]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Advanced psychic rituals --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Advanced psychic rituals&amp;quot;&lt;br /&gt;
! Advanced psychic rituals {{AnomalyIcon}}&lt;br /&gt;
| Perform advanced [[Psychic rituals|psychic rituals]].&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced psychic rituals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot; &amp;lt;!-- def name is SummonPitGate --&amp;gt;&lt;br /&gt;
! Provoke [[Pit gate|pit gate]] {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which causes underground [[Fleshbeasts|fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources.&lt;br /&gt;
| 80&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Dreadmeld]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Provoke pit gate]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Death refusal&amp;quot;&lt;br /&gt;
! Death refusal {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which grants death refusal to an individual, allowing them to self-resurrect once after dying.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Unnatural corpse]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Death refusal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! Philophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that drains experience from a victim and gives it to the invoker. The process will dull the target's mind, weakening their skills and causing brain damage.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Chronophagy|Chronophagy]]&amp;lt;br/&amp;gt;[[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Philophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! Pleasure pulse {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region happier but reduces their desire to work.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Golden cube]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pleasure pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! Neurosis pulse {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region work faster but become more irritable.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Blood rain]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neurosis pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! Blood rain {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.&lt;br /&gt;
| 50&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Blood rain]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Blood rain]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! Brainwipe {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which erases much of a person's episodic memories. Traumatic events will be forgotten. [[Prisoner#Resistance|Resistant prisoners]] will become easier to [[Prisoner#Recruit|recruit]]. Allows recruiting unwaveringly loyal prisoners.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Philophagy|Philophagy]]&lt;br /&gt;
| [[Revenant]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Brainwipe]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Serums --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Serum synthesis&amp;quot;&lt;br /&gt;
! Serum synthesis {{AnomalyIcon}}&lt;br /&gt;
| Build a serum lab to synthesize high-tech serums. Serums harness [[Archotech|archotechnological]] power to bestow a temporary effect on the user.&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| &lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Serum synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Metalblood serum&amp;quot;&lt;br /&gt;
! Metalblood serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize metalblood serums that make the user more resistant to damage.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| [[Metalhorror]]&lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Metalblood serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Mind-numb serum&amp;quot;&lt;br /&gt;
! Mind-numb serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum that stabilizes a person's mood, preventing [[Mental break|mental breaks]].&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| &lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mind-numb serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Juggernaut serum&amp;quot;&lt;br /&gt;
! Juggernaut serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum which temporarily increases the user's strength and speed, and allows them to recover from injuries faster. However, it reduces their mood.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| [[Chimera]]&lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Juggernaut serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Ghoul enhancements&amp;quot;&lt;br /&gt;
! Ghoul enhancements {{AnomalyIcon}}&lt;br /&gt;
| Craft [[Bioferrite|bioferrite]] [[Artificial body parts|prosthetics]] to make [[Ghoul|ghouls]] stronger.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Ghoul infusion|Ghoul infusion]]&lt;br /&gt;
| [[Ghoul]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul enhancements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Ghoul resurrection&amp;quot;&lt;br /&gt;
! Ghoul resurrection {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum that can bring dead [[Ghoul|ghouls]] back to life.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&amp;lt;br/&amp;gt;[[#Ghoul infusion|Ghoul enhancements]]&lt;br /&gt;
| [[Ghoul]]&lt;br /&gt;
| Misc &amp;lt;!-- says serum but it's considered misc in defs --&amp;gt;&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul resurrection]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Revenant invisibility&amp;quot;&lt;br /&gt;
! Revenant invisibility {{AnomalyIcon}}&lt;br /&gt;
| Modify a [[Revenant spine|revenant spine]] so that it can be implanted in a human, allowing them to become temporarily invisible.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Disruptor flares|Disruptor flares]]&lt;br /&gt;
| [[Revenant]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Revenant invisibility]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Void study ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
As the speed of dark study is not affected by intellectual skill, it should not be assigned to you main researcher to let them focus on regular researching. The studying pawn should still have some intellectual skill to reduce the time spent studying.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
This is a rough suggestion of what technologies to research. Variations exist, and research order can change depending on current map and [[biome]], colonist skill, personal playstyle/goals, and [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
The key criterion is what is most likely to affect your survivability right now. For example, for a [[New Tribe]] [[ice sheet]] colony, that may be getting [[#Complex clothing|Complex clothing]] for [[parka]]s to let you function outside for extended periods. &lt;br /&gt;
&lt;br /&gt;
Generally however, the primary risk is from combat, either directly or the downward spirals that can result of the damage to colonists and infrastructure that results. This makes rushing [[#Flak armor|Flak armor]] and [[#Gas operation|Gas operation]] a solid option as not only will they give you equipment that can carry you into the end game,  the prerequisite researches also unlock options while you're building towards for that end-game load out. The most obvious examples are the early guns which can stand in for the later ones that you might eventually standarize on, however the other options are also very useful - [[#Smithing|Smithing]] unlocks [[mace]]s for good early melee, [[#Machining|Machining]] gives you [[frag grenades]] to dominate melee threats etc. &lt;br /&gt;
&lt;br /&gt;
Once survivability is reached, projects can be selected by preference or prioritized based on what allows for fastest progression. &lt;br /&gt;
&lt;br /&gt;
This may look something like this:&lt;br /&gt;
# One of:{{Ref label|Power|1}}&lt;br /&gt;
#* [[Batteries]] and [[solar generator]]s&lt;br /&gt;
#* [[Watermill generator]]s&lt;br /&gt;
#* [[Geothermal generator]]&lt;br /&gt;
# [[#Microelectronics|Microelectronics]] {{Ref label|Micro|2}}&lt;br /&gt;
# [[Multi-analyzer]] {{Ref label|Multi|3}}&lt;br /&gt;
# [[Fabrication bench|Fabrication]] {{Ref label|Multi|3}}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:{{Note label|Power|1}} You'll want some better source of [[power]]. Solar generators are easy to use, and with batteries, are a consistent source of power. [[Watermill generator]]s can only be used if a [[World_generation#Rivers|river]] (not ocean) is nearby. Water is more reliable than solar, for less research than batteries + solar. &lt;br /&gt;
:In theory, [[geothermal generator]]s provide much more power than either option, but its 3200 research cost makes it more difficult for newer players. Rushing to geothermal is still possible, especially if you rely on [[wind turbine]]s or [[wood-fired generator]]s initially.&lt;br /&gt;
:{{Note label|Micro|2}} Microelectronics gives access to [[hi-tech research bench]], which makes research 33% faster. It ''also'' gives access to the [[comms console]], an easy source for tradable items, and [[EMP grenades]], which are very powerful against [[mechanoid]]s.&lt;br /&gt;
:{{Note label|Multi|3}} A [[multi-analyzer]] boosts research by a further 10%, though you may not have the materials to create one. If you can't build a multi-analyzer or Fabrication's [[fabrication bench]] yet, then you'll gain the opportunity to chase some other tribal/industrial research projects. The ultimate goal is to reach Fabrication as soon as possible, so you can make your own [[component]]s.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Research tree core.png|thumb|800px|center|All research projects in the base game]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - [[Stonecutter's table]] now requires research&lt;br /&gt;
* Beta 19/1.0 - Split &amp;quot;Hospital beds&amp;quot; into [[#Sterile materials|Sterile materials]] and [[#Hospital bed|Hospital beds]] research projects.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - [[#Bioregeneration|Bioregeneration]] research project added.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - [[#Brain wiring|Brain wiring]], [[#Compact weaponry|compact weaponry]], [[#Neural supercharger|neural supercharge]], [[#Biosculpting|biosculpting]], [[#Specialized limbs|specialized limbs]], [[#Poison synthesis|poison synthesis]] projects now require hi-tech research bench.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - The Colored lights research reworked and renamed to [[#Advanced lights|Advanced lights]].&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - [[#Tox gas|Tox gas]] research prerequisite: [[#Electricity|Electricity]] -&amp;gt; [[#Machining|Machining]].&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Improved formatting of the research project content source line in the research UI.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Incorrect dialog when completing research other than active project in some modded cases. Fix: Inspect pane displaying incorrect power consumption with research.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - When using a techprof persona core, bring up the research completed window.&lt;br /&gt;
&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=161695</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=161695"/>
		<updated>2025-05-04T13:18:49Z</updated>

		<summary type="html">&lt;p&gt;Faber: /* Analysis */ : Added note that pawns can sometimes notice metalhorror infections in other pawns, info which is delivered via letter to the player.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason=General - Page needs overhaul, needs cleanup and redistribution of info into correct sections. Also missing important content e.g. detection mechanics}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Metalhorror&lt;br /&gt;
| image = Metalhorror.png&lt;br /&gt;
| description = A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;br/&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;br/&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 110&lt;br /&gt;
| anomaly knowledge = 4&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorsharp = 50&lt;br /&gt;
| armorblunt = 50&lt;br /&gt;
| armorheat = 0&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 5.5&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 250&lt;br /&gt;
| trainable = None&lt;br /&gt;
| juvenileage = 0.016667&lt;br /&gt;
| maturityage = 0.05&lt;br /&gt;
| psychic sensitivity = 1.5&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| meatyield = 0&lt;br /&gt;
| destroyyield = {{Icon Small|Bioferrite}} 10 - 20 + {{Icon Small|Shard}} 0 - 1&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 20&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left blade&lt;br /&gt;
| attack2dmg = 20&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = left blade&lt;br /&gt;
| attack3dmg = 20&lt;br /&gt;
| attack3type = Cut&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = right blade&lt;br /&gt;
| attack4dmg = 20&lt;br /&gt;
| attack4type = Stab&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = right blade&lt;br /&gt;
| attack5dmg = 9&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Metalhorror&lt;br /&gt;
| label = metalhorror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Metalhorror''' is an [[entity]] that can threaten your colony. It will infect your colonists one by one and burst out of them when it is ready to attack. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
A metalhorror infection generally begins as a hidden illness suffered by a single pawn, which is initiated by a storyteller event that targets a pawn with a valid infection pathway. [[Creepjoiner]]s often come with drawbacks- one of which can be a metalhorror infection. Pre-infected pawns may arrive as [[guest]]s or [[raiders]].&lt;br /&gt;
&lt;br /&gt;
During the [[monolith]] awakening, several mature metalhorrors will be spawned to defend each [[void structure]]. Additionally, once all void structures are defeated, a final group of metalhorrors will spawn around the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
=== Infection === &lt;br /&gt;
{{Stub|section =1 |reason=Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics. detection process - gray flesh, does the number to detect scale with researcher stats, what is the cooldown between gray flesh drops, more specific values for randomness on interrogation and undetected emerges, etc. Social interactions have a small chance to detect a MH infection - questions to be answered: Chance? Reports of 0.1% but verify. Which interactions can trigger?  Is it always honest (no false +ves, do two infected force a false -ve)?, Reports of animal interactions triggering it? }}&lt;br /&gt;
Metalhorrors are entities that infect humans through their hosts, creating more of themselves as they do. It is possible to test or interrogate pawns in order to find out who is hosting a Metalhorror. Upon detection through surgical inspection, and a random chance from being detected by interrogation or going undetected for too long, All Metalhorrors will emerge out of their hosts and inflicting [[Damage_Types#Cut|cuts]]. The death of any host will also cause them to emerge, even if they have not been detected first. When emerging, metalhorrors will deal enough damage to down most hosts:&lt;br /&gt;
* They will never leave scars or kill their host when emerging&lt;br /&gt;
* Ghouls and painless pawns can still be downed through damage to their legs. If they are not downed, they will have received enough damage to nearly kill them.&lt;br /&gt;
* Unconscious and incapacitated pawns will still receive damage albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors can spread between colonists in various ways and cannot be detected before a gray flesh sample has been found.&lt;br /&gt;
&lt;br /&gt;
The initial infection is activated by a miscellaneous storyteller event that chooses a random pawn with a valid infection pathway:&lt;br /&gt;
* Implantation before arrival. This applies to any pawn upon first spawning, except for your initial colonists and babies. This will be listed as &amp;quot;implanter insectoid&amp;quot; for creepjoiners despite insectoids not being a valid infection pathway.&lt;br /&gt;
* During [[revenant]] hypnosis&lt;br /&gt;
* The melee attack of a [[shambler]], [[fleshbeast]], [[noctol]], or [[sightstealer]].&lt;br /&gt;
&lt;br /&gt;
Metalhorror implantation events do not cause any letter to appear however gray flash appearing does.&lt;br /&gt;
&lt;br /&gt;
Note that an infection pathway is not by any means guaranteed to become a full-fledged metalhorror infection. Pawns with infection pathways are not considered metalhorror hosts and will not spread the infection or generate gray flesh until and unless the metalhorror event triggers on them. An infection pathway expires after 30 days.  If a metalhorror event triggers when no player controlled pawn possesses a valid infection pathway, the game will spawn a creepjoiner with a hidden metalhorror infection.  It's highly recommended for players to quarantine new creepjoiners until they have been cleared for hidden infections.  This is especially true if the creepjoiner spawned immediately after conducting a void provocation ritual.  &lt;br /&gt;
&lt;br /&gt;
Once a metalhorror infection is active, its host can secretly spread it to other pawns. Pawns infected this way gain the metalhorror infection immediately, rather than using the infection pathway system, and as such can start infecting other pawns from the moment they're infected. The following activities, when performed by an infectee, can spread a metalhorror infection:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Infection event !! Details !! Infection chance per event&lt;br /&gt;
|-&lt;br /&gt;
! Sharing a bed&lt;br /&gt;
| &lt;br /&gt;
* An infected pawn sharing any two-person bed or sleeping spot spreads the infection to any bedmates. &lt;br /&gt;
* The pawns do not need to be in a relationship or participate in [[lovin]] for the implantation to occur. &lt;br /&gt;
* Pawns sharing the same barracks but not the same two-person beds or sleeping spots will '''not''' spread the infection.&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Performing surgery  &lt;br /&gt;
| &lt;br /&gt;
* Any medical bill performed on a pawn by an infected pawn can spread the infection&lt;br /&gt;
** This includes minor operations that might not be obvious as vectors, such as anesthetization, administration of drugs, [[xenogerm]] implantation,{{BiotechIcon}} and [[Hemogen pack|blood transfusions]].{{BiotechIcon}} &lt;br /&gt;
* Tending '''does not''' spread metalhorror infections.&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
! Cooking a meal&lt;br /&gt;
| &lt;br /&gt;
* Each meal cooked by an infected pawn has a chance to infect a pawn that eats it.&lt;br /&gt;
** This chance is rolled upon consumption, not upon creation of the meal.&lt;br /&gt;
** It is not known whether this shares the stack probability splitting of food poisoning when placed in a stack.{{Check Tag|Detail needed}}&lt;br /&gt;
** Pemmican is unaffected by this.&lt;br /&gt;
* After the infection is revealed, it is possible to have your colony reinfected by tainted meals.{{Check Tag|Detail needed|Do you need to do the flesh research again or is it considered the same?}}&lt;br /&gt;
| 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[Unnatural healing]]&lt;br /&gt;
| &lt;br /&gt;
* Use of the ability by an infected pawn on  an uninfected pawn spreads the infection &lt;br /&gt;
| 100%&lt;br /&gt;
|- &lt;br /&gt;
! Feeding patients&lt;br /&gt;
| &lt;br /&gt;
* An infected pawn feeding anything to a patient can infect the patient. This includes [[hemogen pack]]s{{BiotechIcon}} being fed to [[Hemogen|hemogenic]]{{BiotechIcon}} prisoners and patients.&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Detailed Information to be cleaned up ===&lt;br /&gt;
{{Rewrite|section=1|reason=Move this info into the correct  sections of this page}}&lt;br /&gt;
There are two separate MetalHorror incidents. Both fire as Minor Threats.&lt;br /&gt;
&lt;br /&gt;
Metalhorror implantation fires on a random colonist that meets specific criteria such as recently joined colony or damaged by [[entities]]. &lt;br /&gt;
* Requires monolith level 1. &lt;br /&gt;
* Can trigger on day 30 at the earliest. &lt;br /&gt;
* 45 day cooldown&lt;br /&gt;
* Requires a colonist count of 4 and 300 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiner infected with Metalhorrors:&lt;br /&gt;
* Requires monolith level 2. &lt;br /&gt;
* Can trigger on day 10 at the earliest.&lt;br /&gt;
* 60 day cooldown. &lt;br /&gt;
* No raid point nor a Colonist count requirement.&lt;br /&gt;
&lt;br /&gt;
The first grey flesh appears 1.5 to 2.5 days after infection. When a gray flesh is to be dropped, there is an additional 1 to 12 hour delay. One gray flesh can drop every 3 to 10 days.&lt;br /&gt;
&lt;br /&gt;
If half of your colonists are infected, the chance for metalhorrors to emerge will approach 100% after a few hours.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Contrary to other non-humanlike entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.{{Check Tag|Counts time inside?|When does this growth start? From exiting the pawn or from infection?}}&lt;br /&gt;
&lt;br /&gt;
Metalhorrors do not leave behind [[corpse]]s when killed, instead breaking down into a pile of {{Icon small|Bioferrite||10-20}} [[bioferrite]], and occasionally {{Icon small|shard||1}} [[shard]].{{Check Tag|Chance?}}&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The metalhorror yields 3.2 to 4.4 [[bioferrite]] and 160W to 220W per day.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When attacked, metalhorrors only receive 25% of damage. They can be stunned by EMP, but never adapt to it. They also have 200% [[flammability]].&lt;br /&gt;
&lt;br /&gt;
A metalhorror's attacks are identical to those of a [[scyther]]. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. While they technically have a blunt Head attack, they will never use it unless their arms are destroyed. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.{{Check Tag|Maturity?|How do larval and juvenile metalhorrors compare to mature ones?}}&lt;br /&gt;
&lt;br /&gt;
Metalhorrors' legs have a total of 36% chance to be targeted by damage, almost twice that of human legs, while having only 60% as much health. This makes them more likely to have both legs destroyed in combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Cut|Cut]]&lt;br /&gt;
| 20&lt;br /&gt;
| 2.0 sec&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Head&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Blunt|Blunt]]&lt;br /&gt;
| 9&lt;br /&gt;
| 2.0 sec&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metalhorrors have a [[psychic sensitivity]] of 150%, making certain [[psycast]]s{{RoyaltyIcon}} more effective on them.&lt;br /&gt;
&lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Metalhorrors are easy to fight if you have EMP weapons. Because they don't adapt to EMP, they can be stunned indefinitely&lt;br /&gt;
&lt;br /&gt;
=== Metalhorror infection ===&lt;br /&gt;
Once grey flesh is discovered, it is important to consider the pawns most likely to spread infections - Cooks, Doctors, and Wardens. &lt;br /&gt;
* Tracing infections from an infected cook is nigh-impossible. Consider switching the entire colony to eating [[Nutrient paste meal|nutrient paste]] which will prevent meals from being an infection vector until the metalhorrors have been rooted out. &lt;br /&gt;
* Doctors only spread infections while operating or feeding patients, which allows some estimation as to who an infection might have been passed to. Do not schedule surgeries while a metalhorror infection is confirmed unless absolutely necessary. Pawns that have been downed and fed by doctors are susceptible to infection.&lt;br /&gt;
* Permanently downed prisoners (e.g those with legs removed), and recently acquired prisoners recovering from being downed in combat, are highly likely to be infected by an infected warden. Thankfully prisoners can be interrogated and their infections uncovered- even by infected wardens.&lt;br /&gt;
* Once a pawn has been confirmed as having an infection, if they share a bed or sleeping spot with another pawn, that other pawn will be infected.&lt;br /&gt;
&lt;br /&gt;
==== Detection ====&lt;br /&gt;
After discovering gray flesh, colonists can occasionally notice &amp;quot;some combination of unusual behavior&amp;quot; in another colonist while chatting. The name of the infected colonist (as well as the suspicious one) will be revealed in a letter. This can give the player some hints about who is infected, and how the infection may be spreading throughout the colony. However, confirming metalhorror infection still requires a surgical inspection after gray flesh has been sufficiently studied.&lt;br /&gt;
&lt;br /&gt;
[[Paramedic]]s{{BiotechIcon}} can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.&lt;br /&gt;
&lt;br /&gt;
If you don't have a paramedic, the following procedure can be done after studying 2 pieces of gray flesh:&lt;br /&gt;
&lt;br /&gt;
# Have 2 doctors&lt;br /&gt;
# The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2&lt;br /&gt;
# If they find an infection, doctor 1 is clear.&lt;br /&gt;
# If they do not, have doctor 2 check the patient&lt;br /&gt;
# if they find an infection, doctor 1 is infected&lt;br /&gt;
# If they do not, have doctor 1 check again&lt;br /&gt;
# if doctor 1 finds an infection, doctor 2 is infected&lt;br /&gt;
# if doctor 1 does not, then either both doctors are clear or both are infected.&lt;br /&gt;
&lt;br /&gt;
Alternately, the player can systematically order every colonist to repeatedly conduct surgical inspections on a sacrificial pawn such as a prisoner.  Eventually, the sacrificial pawn will be infected with a metalhorror which will be detected with a subsequent examination.&lt;br /&gt;
&lt;br /&gt;
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.&lt;br /&gt;
&lt;br /&gt;
==== Force emergence by bed sharing ====&lt;br /&gt;
Since metalhorrors always emerge when they have infected half of your colony, and infection occurs as soon as two pawns share the same bed, you can trigger metalhorror emergence by letting your pawns share beds.&lt;br /&gt;
&lt;br /&gt;
Some pawns must stay outside to fight the metalhorrors though. Since they may also be infected, each of them should stay in a different room to contain the potential metalhorror. These pawns should have good melee and doctor skills to tend your downed pawns afterward.&lt;br /&gt;
&lt;br /&gt;
The number of participating pawns should be at least half of your colony to guarantee that the threshold is reached. Create a double sleeping spot in a separate room for every 2 participating pawns. Then create anethetize bills for each pawns and assign them to rest on the same spot (the game will say that the spot has been reserved, but just prioritize it anyway). You should assign pawns to sleep with someone who is not their lover or spouse, since lovers should already have infected eachother when they share the same bed before. If the threshold has been reached, metalhorrors should emerge after a few seconds. If not, swap the partners around until they emerge.&lt;br /&gt;
&lt;br /&gt;
You can prepare for the emergence by armoring the pawns who have to stay outside and setting spiketraps in the bedrooms for the metalhorrors to trigger.&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Now as for preventing Metalhorrors from spreading premptively for the event of a infection, you can do the following&lt;br /&gt;
* Set a zone forbidding pawns from accessing prisons, kitchens and hospitals, and set that zone onto any pawn who has less then 30 days in their record, especially creepjoiners, or pawns who were attacked by revenants or any of the entities described in the summary, and keep note of the days in their record and set the zone off once the pathway has expired.&lt;br /&gt;
** Cooks can still butcher and cook pemmican safely and doctors can be left to treat animals if you separate those into different rooms.&lt;br /&gt;
** Slaves do not have a record for time spent as a colonist so stats like time spent under a roof can be used as a rough estimate.&lt;br /&gt;
** Colonists that were in the colony for over a year have their record set as #.# making keep track of them more difficult, the combat log can be used instead albeit those are prone to being wiped. {{Check Tag|When?|When do combat logs expire, if its less then 30 days then this might not be as effective}}&lt;br /&gt;
* If a gray flesh event sets off then you can check any pawns who were assigned that zone.&lt;br /&gt;
* For lovers you can place another bed in their room and assign the suspect to it, preventing the sleeping alone moodlet. a bedroll may be used instead to prevent the room's space stat from being reduced.&lt;br /&gt;
* For combat encounters with entities you should ideally avoid having humans do melee combat, and let mechanoids and animals tank the hits instead.&lt;br /&gt;
&lt;br /&gt;
Imprisoning suspects such as creepjoiners runs the risk of [[prison break]]s and thus the possibility of outright losing them due to casualities or escaping so assigning a &amp;quot;Quarantine&amp;quot; zone to them until their drawback is identified can be a better alternative.&lt;br /&gt;
&lt;br /&gt;
=== Mature metalhorror ===&lt;br /&gt;
You will fight groups of mature metalhorrors during the [[monolith]] awakening, they can do serious damage to your colony, but do not cause metalhorror infection.&lt;br /&gt;
&lt;br /&gt;
Fighting metalhorrors are much like fighting [[scyther]]s, due to their identical melee attacks and fighter role in combat. Tactics applies to scythers may also applies to them, and as they also vulnerable to EMP, and can be lured into [[spike trap]]s. Metalhorrors are much faster and more resisting to damage than scythers.&lt;br /&gt;
&lt;br /&gt;
Unlike scythers, however, metalhorrors are highly flammable. They can be ignited very easily, and will disengage from combat while on fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple a pack of metalhorrors.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Due to the high containment requirements of metalhorrors and their sharp attacks, healthy ones are dangerous to maintain. However, legless metalhorrors can be captured with no risk of escape. They yield a decent 3.2 - 4.4 bioferrite/day depending on body size. If you find downed metalhorrors with damaged legs, continue to punch them with bare hands until both their legs are shattered, or death. Metalhorrors' high armor makes the first case more likely to happen than other entities.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Larva ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Larva east.png|East&lt;br /&gt;
Metalhorror Larva north.png|North&lt;br /&gt;
Metalhorror Larva south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Juvenile ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Juvenile east.png|East&lt;br /&gt;
Metalhorror Juvenile north.png|North&lt;br /&gt;
Metalhorror Juvenile south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mature ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Mature east.png|East&lt;br /&gt;
Metalhorror Mature north.png|North&lt;br /&gt;
Metalhorror Mature south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection Vectors===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metal_Horror_Cooking.PNG|Cooking&lt;br /&gt;
Metal_Horror_Fingerspike_Attack.PNG|Fingerspike Attack&lt;br /&gt;
Metal_Horror_Meal_and_Surgery1.PNG|Feeding Meals and Surgery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yjh2o1g24hotyrlw&amp;topic_postId=yjh2o1g24lmw6vk4&amp;topic_revId=yjh2o1g24lmw6vk4&amp;action=single-view</id>
		<title>Topic:Yjh2o1g24hotyrlw</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yjh2o1g24hotyrlw&amp;topic_postId=yjh2o1g24lmw6vk4&amp;topic_revId=yjh2o1g24lmw6vk4&amp;action=single-view"/>
		<updated>2025-01-07T11:22:45Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Faber&quot; class=&quot;mw-userlink&quot; title=&quot;User:Faber&quot;&gt;&lt;bdi&gt;Faber&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Faber&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Faber (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Faber&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Faber&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:Yjh2o1g24hotyrlw&amp;amp;topic_showPostId=yjh2o1g24lmw6vk4#flow-post-yjh2o1g24lmw6vk4&quot;&gt;commented&lt;/a&gt; on &quot;Anomaly Research Projects&quot; (&lt;em&gt;Hello Harakoni, I noticed that there was a split of the research page to move the Anomaly DLC&amp;#039;s research projects onto their own page (da...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;topic_postId=yjcuwu3sp7ogfvic&amp;topic_revId=yjcwhrve4zl3gpqc&amp;action=single-view</id>
		<title>Topic:Yjcuwu3sp3qe7rk4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;topic_postId=yjcuwu3sp7ogfvic&amp;topic_revId=yjcwhrve4zl3gpqc&amp;action=single-view"/>
		<updated>2025-01-05T14:26:10Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Faber&quot; class=&quot;mw-userlink&quot; title=&quot;User:Faber&quot;&gt;&lt;bdi&gt;Faber&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Faber&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Faber (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Faber&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Faber&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;amp;topic_showPostId=yjcuwu3sp7ogfvic#flow-post-yjcuwu3sp7ogfvic&quot;&gt;post&lt;/a&gt; on &quot;Re-linking Anomaly articles which previously linked to Research&quot;&lt;/span&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;topic_postId=yjcuwu3sp7ogfvic&amp;topic_revId=yjcwhknk9vjcddfo&amp;action=single-view</id>
		<title>Topic:Yjcuwu3sp3qe7rk4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;topic_postId=yjcuwu3sp7ogfvic&amp;topic_revId=yjcwhknk9vjcddfo&amp;action=single-view"/>
		<updated>2025-01-05T14:26:04Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Faber&quot; class=&quot;mw-userlink&quot; title=&quot;User:Faber&quot;&gt;&lt;bdi&gt;Faber&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Faber&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Faber (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Faber&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Faber&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;amp;topic_showPostId=yjcuwu3sp7ogfvic#flow-post-yjcuwu3sp7ogfvic&quot;&gt;post&lt;/a&gt; on &quot;Re-linking Anomaly articles which previously linked to Research&quot;&lt;/span&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;topic_postId=yjcuwu3sp7ogfvic&amp;topic_revId=yjcwh50lkgrjo4sk&amp;action=single-view</id>
		<title>Topic:Yjcuwu3sp3qe7rk4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;topic_postId=yjcuwu3sp7ogfvic&amp;topic_revId=yjcwh50lkgrjo4sk&amp;action=single-view"/>
		<updated>2025-01-05T14:25:51Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Faber&quot; class=&quot;mw-userlink&quot; title=&quot;User:Faber&quot;&gt;&lt;bdi&gt;Faber&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Faber&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Faber (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Faber&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Faber&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;amp;topic_showPostId=yjcuwu3sp7ogfvic#flow-post-yjcuwu3sp7ogfvic&quot;&gt;post&lt;/a&gt; on &quot;Re-linking Anomaly articles which previously linked to Research&quot;&lt;/span&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;topic_postId=yjcuwu3sp7ogfvic&amp;topic_revId=yjcwgu6ursox14ck&amp;action=single-view</id>
		<title>Topic:Yjcuwu3sp3qe7rk4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;topic_postId=yjcuwu3sp7ogfvic&amp;topic_revId=yjcwgu6ursox14ck&amp;action=single-view"/>
		<updated>2025-01-05T14:25:42Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Faber&quot; class=&quot;mw-userlink&quot; title=&quot;User:Faber&quot;&gt;&lt;bdi&gt;Faber&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Faber&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Faber (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Faber&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Faber&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;amp;topic_showPostId=yjcuwu3sp7ogfvic#flow-post-yjcuwu3sp7ogfvic&quot;&gt;post&lt;/a&gt; on &quot;Re-linking Anomaly articles which previously linked to Research&quot;&lt;/span&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;topic_postId=yjcuwu3sp7ogfvic&amp;topic_revId=yjcwglrpxhyvf804&amp;action=single-view</id>
		<title>Topic:Yjcuwu3sp3qe7rk4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;topic_postId=yjcuwu3sp7ogfvic&amp;topic_revId=yjcwglrpxhyvf804&amp;action=single-view"/>
		<updated>2025-01-05T14:25:35Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Faber&quot; class=&quot;mw-userlink&quot; title=&quot;User:Faber&quot;&gt;&lt;bdi&gt;Faber&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Faber&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Faber (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Faber&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Faber&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;amp;topic_showPostId=yjcuwu3sp7ogfvic#flow-post-yjcuwu3sp7ogfvic&quot;&gt;post&lt;/a&gt; on &quot;Re-linking Anomaly articles which previously linked to Research&quot;&lt;/span&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mind-numb_serum&amp;diff=157959</id>
		<title>Mind-numb serum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mind-numb_serum&amp;diff=157959"/>
		<updated>2025-01-05T14:23:45Z</updated>

		<summary type="html">&lt;p&gt;Faber: Rewrote some analysis and added some notes on their usefulness in the labyrinth dimension.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|drug&lt;br /&gt;
| description = A syringe of clear, viscous fluid. Injected near the brainstem, it deadens the mind, rendering the user unable to feel the highs and lows of human emotion. This temporarily prevents them from having mental breaks and inspirations.&lt;br /&gt;
| name = Mind-numb serum &lt;br /&gt;
| image = Mind-numb serum.png&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Serum&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = &lt;br /&gt;
| marketvalue = 80&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = &lt;br /&gt;
| joy kind = &lt;br /&gt;
| addictiveness = &lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 100&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Serum lab&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| research = Mind-numb serum&lt;br /&gt;
| work to make = 1320&lt;br /&gt;
| work speed stat = Drug Synthesis Speed &lt;br /&gt;
| resource 1 = Neutroamine&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = MindNumbSerum&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = Medical&lt;br /&gt;
| is pleasure drug = &lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| page verified for version =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The mind-numb serum is an item added by the [[Anomaly DLC]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
It can also occasionally be bought from traders. {{Check Tag|Detail Needed|Which Types?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Mechanical detail, inc overrideMoodBase}}&lt;br /&gt;
{{Quote|text=&amp;quot;This person's neural patterns are being moderated by an exotic serum. They're unaffected by the highs and lows of human emotion. They will never have a mental break but they will also never feel inspired.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
When used, the mind-numb serum causes {{--|5%}} [[consciousness]] and disables all [[thoughts]] for 2 days. Disables all [[mental breaks]] and [[mental inspirations]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Mind-numb serums are best used to keep critical pawns like doctors and psycasters from mentally breaking when you can least afford it, and to keep your mainline pawns functional, productive, and combat capable when the colony is spiraling.  The immunity to mental break effect can also be used to offset the mood penalty from using the juggernaut and metalblood serums. Notably, pawns on mind-numb serums will not trigger the fleeing fire mental break from the [[pyrophobia]] gene,{{BiotechIcon}} so have your [[sanguophage]]s{{BiotechIcon}} dose themselves when you plan to use incendiary weapons around them or when facing fire wielding enemies such as [[mechanoids]] or [[Savage impid tribe|Impids]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Given their utility in extreme circumstances, keeping enough serums to give one to every pawn if necessary takes up offers a lot of flexibility for a little storage room and a fairly modest cost. The serum lets you run your pawns a lot closer to breaking, even when it does not cost you the serum - save the serum until breaks become possible regardless of emergency mood buffs such as drugs and meals, and then take the serum. Because less rapid forms of mood management, such as recreation, take much longer to moderate a pawn's mood, having the serums on hand allows you to run the pawn's moon down far further than you would safely be able to do otherwise. If the threat ends before taking the serum is necessary, then you don't have to spend the serum and can merely tank any resulting breaks in the (relatively) safe period after the threat. Pawns can also be ordered to carry a single dose of mind-numb serum on their person using [[Menus#Drug_policies|drug policies]].&lt;br /&gt;
&lt;br /&gt;
Mind-numb serums are quite useful when exploring the [[labyrinth]], a zone which is accessed through a [[warped obelisk]]. The labyrinth's layout is randomized each time it is entered, and it can take several days for a colonist to fully explore or escape the zone. Mind-numb serums allow colonists trapped in the labyrinth to essentially ignore mood penalties from sleeping on the floor, eating without a table, being recreation-starved, or being in an ugly environment, allowing for more efficient exploration of the labyrinth. Mind-numb serums can rarely be found from opening [[gray box]]es within the labyrinth.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/drugs}}&lt;br /&gt;
[[Category:Drug]] [[Category:Serum]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mind-numb_serum&amp;diff=157958</id>
		<title>Mind-numb serum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mind-numb_serum&amp;diff=157958"/>
		<updated>2025-01-05T14:10:36Z</updated>

		<summary type="html">&lt;p&gt;Faber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|drug&lt;br /&gt;
| description = A syringe of clear, viscous fluid. Injected near the brainstem, it deadens the mind, rendering the user unable to feel the highs and lows of human emotion. This temporarily prevents them from having mental breaks and inspirations.&lt;br /&gt;
| name = Mind-numb serum &lt;br /&gt;
| image = Mind-numb serum.png&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Serum&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = &lt;br /&gt;
| marketvalue = 80&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = &lt;br /&gt;
| joy kind = &lt;br /&gt;
| addictiveness = &lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 100&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Serum lab&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| research = Mind-numb serum&lt;br /&gt;
| work to make = 1320&lt;br /&gt;
| work speed stat = Drug Synthesis Speed &lt;br /&gt;
| resource 1 = Neutroamine&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = MindNumbSerum&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = Medical&lt;br /&gt;
| is pleasure drug = &lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| page verified for version =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The mind-numb serum is an item added by the [[Anomaly DLC]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
It can also occasionally be bought from traders. {{Check Tag|Detail Needed|Which Types?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Mechanical detail, inc overrideMoodBase}}&lt;br /&gt;
{{Quote|text=&amp;quot;This person's neural patterns are being moderated by an exotic serum. They're unaffected by the highs and lows of human emotion. They will never have a mental break but they will also never feel inspired.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
When used, the mind-numb serum causes {{--|5%}} [[consciousness]] and disables all [[thoughts]] for 2 days. Disables all [[mental breaks]] and [[mental inspirations]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Mind-numb serums are best used to keep critical pawns like doctors and psycasters from mental breaking when you can least afford it, or your mainline pawns functional, productive, and combat capable when the colony is spiraling.  The immunity to mental break effect can also be used to offset the mood penalty from using the juggernaut and metalblood serums. Notably, pawns on mind-numb serums will not trigger the fleeing fire mental break from the [[pyrophobia]] gene,{{BiotechIcon}} so have your [[sanguophage]]s{{BiotechIcon}} dose themselves when you plan to use incendiary weapons around them or when facing fire wielding enemies such as [[mechanoids]] or [[Savage impid tribe|Impids]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Given their utility in extreme circumstances, keeping enough serums to give one to every pawn if necessary takes up offers a lot of flexibility for a little storage room and a fairly modest cost. The serum lets your run your pawns a lot closer to redline even when it does not cost you the serum - save the serum until breaks become possible regardless of emergency mood buffs such as drugs and meals, and then take the serum. Because less rapid forms of mood management have such as recreation have much longer spool up times, having the serums on hand like this lets you run the pawn's moon down far further than you would safely be able to do otherwise, but if the threat ends before taking the serum is necessary, then you don't have to spend the serum and can merely tank any resulting breaks in that safe period after the threat.&lt;br /&gt;
&lt;br /&gt;
Mind-numb serums are quite useful when exploring the [[labyrinth]], a zone which is accessed through a [[warped obelisk]]. The labyrinth's layout is randomized each time it is entered, and it can take several days for a colonist to fully explore or escape the zone. Mind-numb serums allow colonists trapped in the labyrinth to essentially ignore mood penalties from sleeping on the floor, eating without a table, being recreation-starved, or being in an ugly environment, allowing for more efficient exploration of the labyrinth. Mind-numb serums can rarely be found from opening [[gray box]]es within the labyrinth.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/drugs}}&lt;br /&gt;
[[Category:Drug]] [[Category:Serum]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;topic_postId=yjcuwu3sp7ogfvic&amp;topic_revId=yjcuwu3sp7ogfvic&amp;action=single-view</id>
		<title>Topic:Yjcuwu3sp3qe7rk4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yjcuwu3sp3qe7rk4&amp;topic_postId=yjcuwu3sp7ogfvic&amp;topic_revId=yjcuwu3sp7ogfvic&amp;action=single-view"/>
		<updated>2025-01-05T13:57:46Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Faber&quot; class=&quot;mw-userlink&quot; title=&quot;User:Faber&quot;&gt;&lt;bdi&gt;Faber&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Faber&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Faber (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Faber&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Faber&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:Yjcuwu3sp3qe7rk4&amp;amp;topic_showPostId=yjcuwu3sp7ogfvic#flow-post-yjcuwu3sp7ogfvic&quot;&gt;commented&lt;/a&gt; on &quot;Re-linking Anomaly articles which previously linked to Research&quot; (&lt;em&gt;Hello, There are a fair number of links on various Anomaly pages that link to the main Research wiki article (which used to house Anomaly...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Research&amp;diff=157529</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Research&amp;diff=157529"/>
		<updated>2025-01-01T13:53:47Z</updated>

		<summary type="html">&lt;p&gt;Faber: 2 minor edits; 1) Added icons to the royalty and biotech DLC references in mechanics; 2) Added a link in the mechanics section to the dark study page, which contains all Anomaly research projects. Due to the research/dark study page split, no references to Anomaly research remained on this page and there was no indication of where to go to find information on these projects. This could be confusing for a user. A banner at the top with the dark study link might be even better?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Research''' is the primary method through which players can enhance and expand the abilities of their [[colony]]. Certain [[buildings]] and [[gear]] require research in order to be built.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A [[research bench]] is required to conduct research, with some projects requiring more advanced research stations. Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. Some research projects introduced in the [[Royalty DLC]] {{RoyaltyIcon}}, and [[Biotech DLC]] {{BiotechIcon}} require additional unlocking using items such as [[techprint|techprints]] and mechanoid chips respectively, and only then would research be allowed. Research projects from the [[Anomaly DLC]] {{AnomalyIcon}} require the study of [[entities]] rather than standard research points. See [[dark study]] for more details on Anomaly research projects.&lt;br /&gt;
&lt;br /&gt;
Once a project is selected, a [[Work#Research|researcher]] will work at the bench to generate research points. [[Research Speed]] is primarily determined by the Intellectual skill. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained. Multiple researchers will all contribute towards the same project, with no penalties. In addition, multiple benches can be used simultaneously, again, without penalty.&lt;br /&gt;
&lt;br /&gt;
Your faction's [[tech level]] determines research point costs, and therefore time spent researching. [[New Arrivals]] start at an Industrial level, and have normal costs for all research. [[New Tribe]]s start at a Neolithic tech level, so certain research costs are increased:&lt;br /&gt;
* Researching Medieval-level tech, like Long Swords, takes 1.5x the research points for tribes to complete. &lt;br /&gt;
* Researching Industrial-level tech or higher takes 2x the research for tribes. Note that the majority of research topics are industrial or higher.&lt;br /&gt;
Both New Arrivals and New Tribes start with certain projects already researched. Specific [[scenario]]s can add, but not remove, pre-researched topics.&lt;br /&gt;
&lt;br /&gt;
Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap. They can also add separate research tabs, independent of the main tree.&lt;br /&gt;
&lt;br /&gt;
=== Research speed ===&lt;br /&gt;
The number of research points gained is based on the researcher's [[research speed]] factor, which is largely based on their [[intellectual]] skill.&lt;br /&gt;
{{Research Points Table/explanation}}&lt;br /&gt;
{{Research Points Table|2500}}&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
=== Neolithic Research Projects ===&lt;br /&gt;
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychoid brewing&amp;quot;&lt;br /&gt;
! Psychoid brewing&lt;br /&gt;
| Prepare [[psychoid leaves]] into a mildly euphoria-inducing and addictive [[Psychite tea|tea]] at the campfire or cooking stove.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychoid brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tree sowing&amp;quot;&lt;br /&gt;
! Tree sowing&lt;br /&gt;
| Sow the local biome's natural [[trees]] in your fields.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tree sowing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beer brewing&amp;quot;&lt;br /&gt;
! Beer brewing&lt;br /&gt;
| Allows you to build a [[brewery]] and [[fermenting barrel|fermenting vats]] to transform [[hops]] into tasty, tasty [[beer]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Beer brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Passive cooler&amp;quot;&lt;br /&gt;
! Passive cooler&lt;br /&gt;
| Make [[passive cooler|passive coolers]], to [[Temperature|cool]] indoor spaces without using [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 400 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Passive cooler]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cocoa&amp;quot;&lt;br /&gt;
! Cocoa&lt;br /&gt;
| Sow [[Cocoa tree|cocoa trees]] to create your own delicious [[chocolate]]. Eating chocolate fulfills the need for [[recreation]], and it's valuable on the market too.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Tree sowing|Tree sowing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cocoa]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Devilstrand&amp;quot;&lt;br /&gt;
! Devilstrand&lt;br /&gt;
| Plant [[Devilstrand mushroom|devilstrand]], a slow-growing mushroom that yields an exceptionally tough, tear resistant plant [[Devilstrand|fiber]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Devilstrand]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pemmican&amp;quot;&lt;br /&gt;
! Pemmican&lt;br /&gt;
| Make [[pemmican]], a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pemmican]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recurve bow&amp;quot;&lt;br /&gt;
! Recurve bow&lt;br /&gt;
| Build the [[recurve bow]], an effective and inexpensive ranged weapon.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Recurve bow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Medieval Research Projects ===&lt;br /&gt;
Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex clothing&amp;quot;&lt;br /&gt;
! Complex clothing&lt;br /&gt;
| Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.&lt;br /&gt;
| 600&lt;br /&gt;
| 600 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 900&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Complex clothing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex furniture&amp;quot;&lt;br /&gt;
! Complex furniture&lt;br /&gt;
| Build complex [[furniture]] like [[bed]]s, [[end table]]s, [[dining chair]]s, [[armchair]]s, [[dresser]]s, [[tool cabinet]]s, [[billiards table|billiard table]]s{{Sic}}, and [[poker table]]s, [[vent]]s, [[sarcophagus|sarcophagi]], and more.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Complex furniture]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Carpet making&amp;quot;&lt;br /&gt;
! Carpet making&lt;br /&gt;
| Weave beautiful [[carpets]] from [[cloth]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Carpet making]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smithing&amp;quot;&lt;br /&gt;
! Smithing&lt;br /&gt;
| Build [[Electric smithy|smithies]] for crafting metal weapons and tools. Allows you to craft simple weapons like [[knife|knives]], [[gladius|gladii]], and [[mace]]s. Work metal into clean, beautiful floor [[Floors|tiles]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1050&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Smithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stonecutting&amp;quot;&lt;br /&gt;
! Stonecutting&lt;br /&gt;
| Cut [[rock chunk]]s into [[Materials#Stone|stone blocks]] for use in construction. Build beautiful [[stone tile]] [[floors]] or ugly [[concrete]] walkways.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Stonecutting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long blades&amp;quot;&lt;br /&gt;
! Long blades&lt;br /&gt;
| Craft [[longsword]]s and [[spear]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Long blades]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Plate armor&amp;quot;&lt;br /&gt;
! Plate armor&lt;br /&gt;
| Smith suits of [[plate armor]] from metal or wood. This heavy armor noticeably slows movement, but protects very effectively.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Smithing|Smithing]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Plate armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greatbow&amp;quot;&lt;br /&gt;
! Greatbow&lt;br /&gt;
| Craft [[greatbow]]s for killing enemies at great range.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Recurve bow|Recurve bow]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Greatbow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Noble apparel&amp;quot;&lt;br /&gt;
! Noble apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|noble-specific]] [[apparel]] like [[formal shirt]]s and [[royal robe]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Noble apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Royal apparel&amp;quot;&lt;br /&gt;
! Royal apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|royal]] [[apparel]] of the highest tier, like [[royal robe]]s and [[crown]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Noble apparel|Noble apparel]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Royal apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harp&amp;quot;&lt;br /&gt;
! Harp {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[harp]], a simple stationary musical instrument popular among [[Titles|nobility]] in some cultures.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Complex furniture|Complex furniture]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Harp]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harpsichord&amp;quot;&lt;br /&gt;
! Harpsichord {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[Harpsichord]], a complex stationary musical instrument.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Harp|Harp]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Harpsichord]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Industrial Research Projects ===&lt;br /&gt;
Research projects of the Industrial tech level. Tribes require 2x as much research time to research these. Colonies require only the base cost. &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug production&amp;quot;&lt;br /&gt;
! Drug production&lt;br /&gt;
| Build a [[drug lab]] for basic drug synthesis. Further research is required to make specific drugs.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Drug production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite refining&amp;quot;&lt;br /&gt;
! Psychite refining&lt;br /&gt;
| Refine [[psychoid leaves]] into [[flake]] and [[yayo]], different forms of the euphoric drug psychite.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychite refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up production&amp;quot;&lt;br /&gt;
! Wake-up production&lt;br /&gt;
| Synthesize [[wake-up]], a work performance-enhancing drug which replaces the need for sleep.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Wake-up production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice production&amp;quot;&lt;br /&gt;
! Go-juice production&lt;br /&gt;
| Produce [[go-juice]], a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Go-juice production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Penoxycyline production&amp;quot;&lt;br /&gt;
! Penoxycyline production&lt;br /&gt;
| Produce [[Penoxycyline]] a disease prevention drug which blocks [[plague]], [[malaria]], and more before they start.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Penoxycyline production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Electricity&amp;quot;&lt;br /&gt;
! Electricity&lt;br /&gt;
| Harness the power of electricity for a hundred different tasks.&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 3200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Electricity]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Battery&amp;quot;&lt;br /&gt;
! Battery&lt;br /&gt;
| Build [[Battery|batteries]] for storing [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Battery]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biofuel refining&amp;quot;&lt;br /&gt;
! Biofuel refining&lt;br /&gt;
| Build [[Biofuel refinery|Biofuel refineries]] to make [[chemfuel]] from biological matter like [[wood]] or [[Food|foodstuffs]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Biofuel refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Watermill generator&amp;quot;&lt;br /&gt;
! Watermill generator&lt;br /&gt;
| Build [[watermill generator]]s on rivers to generate a steady supply of [[power]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Watermill generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nutrient paste&amp;quot;&lt;br /&gt;
! Nutrient paste&lt;br /&gt;
| Build [[nutrient paste dispenser]]s which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all.&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Nutrient paste]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Solar panel&amp;quot;&lt;br /&gt;
! Solar panel&lt;br /&gt;
| Build [[solar panel]]s for electrical generation.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Solar panel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Air conditioning&amp;quot;&lt;br /&gt;
! Air conditioning&lt;br /&gt;
| Build [[cooler]]s to make people comfortable in hot weather or to construct freezers for storing perishable goods.&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Air conditioning]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autodoor&amp;quot;&lt;br /&gt;
! Autodoor&lt;br /&gt;
| Build [[autodoor]]s which automatically open when someone approaches without slowing anyone down.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Autodoor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hydroponics&amp;quot;&lt;br /&gt;
! Hydroponics&lt;br /&gt;
| Build [[hydroponics basin]]s to rapidly grow crops indoors regardless of the terrain or weather outside.&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Hydroponics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tube television&amp;quot;&lt;br /&gt;
! Tube television&lt;br /&gt;
| Produce [[tube television]]s for [[Recreation|recreational]] watching.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tube television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Packaged survival meal&amp;quot;&lt;br /&gt;
! Packaged survival meal&lt;br /&gt;
| Produce [[packaged survival meal]]s, which never go bad. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Nutrient paste|Nutrient paste]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Packaged survival meal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Firefoam&amp;quot;&lt;br /&gt;
! Firefoam&lt;br /&gt;
| Construct [[firefoam popper]]s, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Firefoam]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;IEDs&amp;quot; id=&amp;quot;Ieds&amp;quot;&lt;br /&gt;
! IEDs&lt;br /&gt;
| Build improvised traps from any kind of mortar shell. &lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::IEDs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Geothermal power&amp;quot;&lt;br /&gt;
! Geothermal power&lt;br /&gt;
| Build [[Geothermal generator|geothermal power plants]] on top of steam geysers, for uninterrupted [[power]].&lt;br /&gt;
| 3200&lt;br /&gt;
| 3200&lt;br /&gt;
| 6400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Geothermal power]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile materials&amp;quot;&lt;br /&gt;
! Sterile materials&lt;br /&gt;
| Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Sterile materials]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced lights&amp;quot;&lt;br /&gt;
! Advanced lights&lt;br /&gt;
| Build powerful outdoors lights. Additionally, customize the color of electric lights and reduce their power consumption by half. This does not affect sun lamps.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced lights]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machining&amp;quot;&lt;br /&gt;
! Machining&lt;br /&gt;
| Build [[machining table]]s to craft [[Weapons|guns]], grenades, flak [[armor]], and to shred dead [[mechanoids]] for [[Steel|resources]].&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Machining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokepop packs&amp;quot;&lt;br /&gt;
! Smokepop packs&lt;br /&gt;
| Build [[smokepop pack]]s which allow the wearer to deploy a defensive smokescreen.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Smokepop packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Prosthetics&amp;quot;&lt;br /&gt;
! Prosthetics&lt;br /&gt;
| Build inexpensive [[Prosthetics|prosthetic]] body parts to replace lost limbs. Requires a skilled [[Skills#Medical|doctor]] to attach.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Prosthetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunsmithing&amp;quot;&lt;br /&gt;
! Gunsmithing&lt;br /&gt;
| Craft simple manually operated guns like [[revolver]]s, [[pump shotgun]]s, [[bolt-action rifle]]s, and [[incendiary launcher]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gunsmithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flak armor&amp;quot;&lt;br /&gt;
! Flak armor&lt;br /&gt;
| Craft [[Flak jacket|clothing]] [[Flak vest|with metal]] [[Flak pants|armor]] sewn in to resist bullets and explosions. This weighty armor slows [[move speed|movement]] slightly.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;br/&amp;gt;[[#Plate armor|Plate armor]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flak armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mortars&amp;quot;&lt;br /&gt;
! Mortars&lt;br /&gt;
| Build [[mortar]]s which can lob [[mortar shell]]s long distances - even over walls.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mortars]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blowback operation&amp;quot;&lt;br /&gt;
! Blowback operation&lt;br /&gt;
| Craft low-power blowback-operated guns like [[autopistol]]s and [[machine pistol]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Blowback operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gas operation&amp;quot;&lt;br /&gt;
! Gas operation&lt;br /&gt;
| Craft high-power guns like [[chain shotgun]]s, [[LMG]]s, and [[heavy SMG]]s.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gas operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gun turrets&amp;quot;&lt;br /&gt;
! Gun turrets&lt;br /&gt;
| Produce simple [[Mini-turret|automated gun turrets]].&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gun turrets]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam turret&amp;quot;&lt;br /&gt;
! Foam turret&lt;br /&gt;
| Produce a [[Foam turret|turret]] which can be activated to spray [[Firefoam|fire-extinguishing foam]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1600&lt;br /&gt;
| [[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Firefoam|Firefoam]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Foam turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Microelectronics&amp;quot;&lt;br /&gt;
! Microelectronics &lt;br /&gt;
| Work with complex microelectronics. This unlocks the [[Hi-tech research bench]] and [[comms console]].&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Microelectronics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flatscreen television&amp;quot;&lt;br /&gt;
! Flatscreen television&lt;br /&gt;
| Produce high-resolution [[flatscreen television]]s for greater [[Recreation|enjoyment]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Tube television|Tube television]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flatscreen television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Moisture pump&amp;quot;&lt;br /&gt;
! Moisture pump&lt;br /&gt;
| Construct [[moisture pump]]s, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Moisture pump]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hospital bed&amp;quot;&lt;br /&gt;
! Hospital bed&lt;br /&gt;
| Construct [[hospital bed]]s which improve medical outcomes.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Sterile materials|Sterile materials]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Hospital bed]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep drilling&amp;quot;&lt;br /&gt;
! Deep drilling&lt;br /&gt;
| Build [[deep drill]]s for extracting resources from deep underground. You'll need a [[ground-penetrating scanner]] to find the resources.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deep drilling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ground-penetrating scanner&amp;quot;&lt;br /&gt;
! Ground-penetrating scanner&lt;br /&gt;
| Build [[ground-penetrating scanner]]s that can detect drillable resources deep under the surface. Requires an advanced component to construct.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Deep drilling|Deep drilling]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ground-penetrating scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Transport pod&amp;quot;&lt;br /&gt;
! Transport pod&lt;br /&gt;
| Construct launchable [[transport pod]]s that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, traveling, sending gifts, and more.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Biofuel refining|Biofuel refining]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Transport pod]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Medicine production&amp;quot;&lt;br /&gt;
! Medicine production&lt;br /&gt;
| Produce standard industrial-tech [[medicine]] by combining [[herbal medicine]], [[neutroamine]], and [[cloth]].&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Drug production|Drug production]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Medicine production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-range mineral scanner&amp;quot;&lt;br /&gt;
! Long-range mineral scanner&lt;br /&gt;
| Construct [[long-range mineral scanner]]s your researchers can use to detect precious minerals across the planet. Can be turned to find a specific mineral. Requires advanced components to construct.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Long-range mineral scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shields&amp;quot;&lt;br /&gt;
! Shields&lt;br /&gt;
| Build wearable [[shield belt|shield]] [[Low-shield pack|gear]]. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Shields]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Precision rifling&amp;quot;&lt;br /&gt;
! Precision rifling&lt;br /&gt;
| Craft precisely-machined guns like [[assault rifle]]s and [[sniper rifle]]s.&lt;br /&gt;
| 1400&lt;br /&gt;
| 1400&lt;br /&gt;
| 2800&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Precision rifling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autocannon turret&amp;quot;&lt;br /&gt;
! Autocannon turret&lt;br /&gt;
| Produce the heavy, long-ranged [[autocannon turret]].&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600&lt;br /&gt;
| 3200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Autocannon turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multibarrel weapons&amp;quot;&lt;br /&gt;
! Multibarrel weapons&lt;br /&gt;
| Assemble [[minigun]]s.&lt;br /&gt;
| 2600&lt;br /&gt;
| 2600&lt;br /&gt;
| 5200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Multibarrel weapons]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multi-analyzer&amp;quot;&lt;br /&gt;
! Multi-analyzer&lt;br /&gt;
| Build [[multi-analyzer]]s which increase research speed, and allow higher level research projects.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Multi-analyzer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vitals monitor&amp;quot;&lt;br /&gt;
! Vitals monitor&lt;br /&gt;
| Builds [[vitals monitor]]s which improve medical outcomes when placed next to [[hospital bed]]s.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Hospital bed|Hospital bed]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Vitals monitor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fabrication&amp;quot;&lt;br /&gt;
! Fabrication&lt;br /&gt;
| Build [[fabrication bench]]es, capable of high-tech projects ranging from [[component]] assembly to [[Recon armor|power]] [[Marine armor|armor]] construction.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced fabrication&amp;quot;&lt;br /&gt;
! Advanced fabrication&lt;br /&gt;
| Fabricate [[advanced component]]s from standard [[components]] and other materials.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Uranium slug turret&amp;quot;&lt;br /&gt;
! Uranium slug turret&lt;br /&gt;
| Produce the armor-penetrating [[uranium slug turret]]. It fires uranium slugs which tear though [[plasteel]] like paper, but it's less effective at close range.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|[[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Uranium slug turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rocketswarm launcher&amp;quot;&lt;br /&gt;
! Rocketswarm launcher&lt;br /&gt;
| Produce [[rocketswarm launcher]]s, single-burst turrets which can devastate a wide area at a key moment in battle.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|[[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Rocketswarm launcher]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piano&amp;quot;&lt;br /&gt;
! Piano {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[piano]], an advanced stationary musical instrument.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Harpsichord|Harpsichord]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Piano]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jump packs&amp;quot;&lt;br /&gt;
! Jump packs {{RoyaltyIcon}}&lt;br /&gt;
| Build [[jump pack]]s to perform aerial assaults during combat&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Jump packs [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Jump packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunlink&amp;quot;&lt;br /&gt;
! Gunlink {{RoyaltyIcon}}&lt;br /&gt;
| Build wearable [[gunlink]]s to enhance your soldiers' [[Shooting Accuracy|shooting accuracy]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gunlink]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! Biosculpting {{IdeologyIcon}}&lt;br /&gt;
| Construct [[Biosculpter pod]]s which can perform various biological alterations to colonists. These are especially important to believers in [[Ideoligion#Transhumanist|transhumanism]].&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Biosculpting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bioregeneration&amp;quot;&lt;br /&gt;
! Bioregeneration {{IdeologyIcon}}&lt;br /&gt;
| Unlock the [[biosculpter pod]]'s [[Biosculpter pod#Bioregeneration|bioregeneration]] cycle. This cycle heals old scars, regenerates small lost body parts like fingers and toes, and cures many of the physical maladies that come with old age.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Biosculpting|Biosculpting]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioregeneration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharger&amp;quot;&lt;br /&gt;
! Neural supercharger {{IdeologyIcon}}&lt;br /&gt;
| Construct [[Neural supercharger]] devices. Neural superchargers improve consciousness and learning rate, but they also increase hunger and the effect must be refreshed daily. Transhumanists often hold neural supercharging as an important practice.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neural supercharger]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxifier generator&amp;quot;&lt;br /&gt;
! Toxifier generator {{BiotechIcon}}&lt;br /&gt;
| Create [[toxifier generator]]s which generate electricity, but also spread [[pollution]] around themselves.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Toxifier generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Xenogenetics&amp;quot;&lt;br /&gt;
! Xenogenetics {{BiotechIcon}}&lt;br /&gt;
| Create [[xenogerm]]s which can be implanted in a person to genetically modify them. Extract [[genepack]]s from living people using a [[gene extractor]] so you can reimplant their [[genes]] into someone else.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Xenogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene processor&amp;quot;&lt;br /&gt;
! Gene processor {{BiotechIcon}}&lt;br /&gt;
| Build [[gene processor]]s, which allow a [[gene assembler]] to create xenogerms of higher genetic complexity.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Xenogenetics|Xenogenetics]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gene processor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archogenetics&amp;quot;&lt;br /&gt;
! Archogenetics {{BiotechIcon}}&lt;br /&gt;
| Allows a gene assembler to use [[archite capsule]]s to create seemingly-impossible genes. [[Genes#Archite|Archite genes]] and archite capsules can be obtained from traders.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Gene Processor|Gene Processor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Archogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest {{BiotechIcon}}&lt;br /&gt;
| Those with the [[deathrest]] gene must periodically undergo a special deathrest coma that lasts several days. This research project allows you to construct buildings which accelerate the deathrest coma and confer specific bonuses on the deathrester. Over time, you can build a grand deathrest temple.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deathrest]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertility procedures&amp;quot;&lt;br /&gt;
! Fertility procedures {{BiotechIcon}}&lt;br /&gt;
| Perform the surgeries necessary to create a test tube [[embryo]] from a fertile man and woman, then implant the embryo in a surrogate mother or [[growth vat]]. Also, perform sterilization surgeries on men and women.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fertility procedures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox gas&amp;quot;&lt;br /&gt;
! Tox gas {{BiotechIcon}}&lt;br /&gt;
| Produce weapons that utilize caustic [[tox gas]].&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tox gas]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Basic mechtech&amp;quot;&lt;br /&gt;
! Basic mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your [[mechanitor]] to create and control basic-tier mechanoids.&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple (Mechanitor)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Basic mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard mechtech&amp;quot;&lt;br /&gt;
! Standard mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control standard-tier mechanoids. You can get signal chips by using a mechanitor to summon a [[diabolus]] threat.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Basic mechtech|Basic mechtech]]&lt;br /&gt;
| Simple (Mechanitor)&amp;lt;br/&amp;gt;1x [[Signal chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Standard mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High mechtech&amp;quot;&lt;br /&gt;
! High mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control high-tier mechanoids. You can get powerfocus chips by using a mechanitor to summon a [[war queen]] threat.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Standard mechtech|Standard mechtech]]&amp;lt;br/&amp;gt;[[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x [[Powerfocus chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::High mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wastepack atomizer&amp;quot;&lt;br /&gt;
! Wastepack atomizer {{BiotechIcon}}&lt;br /&gt;
| Build [[wastepack atomizer]]s which can safely dispose of [[toxic wastepack]]s by decomposing them at the molecular level.&lt;br /&gt;
| 8000&lt;br /&gt;
| 8000&lt;br /&gt;
| 16000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Simple&amp;lt;br/&amp;gt;1x [[Nano structuring chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Wastepack atomizer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Security door&amp;quot;&lt;br /&gt;
! Security door {{AnomalyIcon}}&lt;br /&gt;
| Build a heavily reinforced door. It is slow to open and requires power, but is very strong. It's a good choice if you want to keep something dangerous out - or in.&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Autodoor|Autodoor]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Security door]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Turret pack&amp;quot;&lt;br /&gt;
! Turret pack {{AnomalyIcon}}&lt;br /&gt;
| Build a wearable pack that allows a user to deploy a battery-powered turret.&lt;br /&gt;
| 1400&lt;br /&gt;
| 1400&lt;br /&gt;
| 2800&lt;br /&gt;
| [[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Turret pack]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Spacer Research Projects ===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cryptosleep casket&amp;quot;&lt;br /&gt;
! Cryptosleep casket&lt;br /&gt;
| Construct [[cryptosleep casket]]s, which can put living beings in a state of indefinite suspended animation.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recon armor&amp;quot;&lt;br /&gt;
! Recon armor&lt;br /&gt;
| Craft [[Recon helmet|recon]] [[Recon armor| armor]], a light powered armor suit used by scout troops who need protection on the move. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Recon armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marine armor&amp;quot;&lt;br /&gt;
! Marine armor&lt;br /&gt;
| Build [[Marine helmet|marine]] [[Marine armor| armor]]. A general-use powered armor suit used by high-tech shock troops. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Recon armor|Recon armor]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Marine armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pulse charged munitions&amp;quot;&lt;br /&gt;
! Pulse charged munitions&lt;br /&gt;
| Build [[Charge rifle|weapons]] which fire pulse-charged munitions for extra damage. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pulse charged munitions]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bionic replacements&amp;quot;&lt;br /&gt;
! Bionic replacements&lt;br /&gt;
| Build high-tech [[bionic]] body parts to replace [[Bionic arm|lost]] [[Bionic leg|limbs]] and [[Bionic eye|eyes]]. Requires a skilled [[Skills#Medical|doctor]] to attach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000?&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bionic replacements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight basics&amp;quot;&lt;br /&gt;
! Starflight basics&lt;br /&gt;
| Construct the structural and supportive elements of a [[ship|starship]]. This is the first step in building a ship to leave this star system.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starflight basics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight sensors&amp;quot;&lt;br /&gt;
! Starflight sensors&lt;br /&gt;
| Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br/&amp;gt;[[#Long-range mineral scanner|Long-range mineral scanner]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starflight sensors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vacuum cryptosleep casket&amp;quot;&lt;br /&gt;
! Vacuum cryptosleep casket&lt;br /&gt;
| Construct hardened [[cryptosleep casket|ship cryptosleep caskets]] tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars.&lt;br /&gt;
| 2800&lt;br /&gt;
| 2800&lt;br /&gt;
| 5600&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br/&amp;gt;[[#Cryptosleep casket|Cryptosleep casket]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Vacuum cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starship reactor&amp;quot;&lt;br /&gt;
! Starship reactor&lt;br /&gt;
| Build a long-duration nuclear [[Ship reactor|reactor]] to power a [[ship|starship]]. Note that reactors have a long startup process that will attract raiders.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starship reactor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Johnson-Tanaka drive&amp;quot;&lt;br /&gt;
! Johnson-Tanaka drive&lt;br /&gt;
| Construct a Johnson-Tanaka drive for a [[ship]]. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Johnson-Tanaka drive]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machine persuasion&amp;quot;&lt;br /&gt;
! Machine persuasion&lt;br /&gt;
| Build a reward-signal system to persuade an existing [[persona core|AI persona]] into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Machine persuasion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cataphract armor&amp;quot;&lt;br /&gt;
! Cataphract armor {{RoyaltyIcon}}&lt;br /&gt;
| Craft [[Cataphract helmet|cataphract]] [[Cataphract armor| armor]], heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Marine armor|Marine armor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;2x Cataphract Armor [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cataphract armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brain wiring&amp;quot;&lt;br /&gt;
! Brain wiring {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that [[joywire|induce]] or [[painstopper|prevent]] blunt sensations like [[Mood|joy]] or [[pain]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Brain Wiring [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Brain wiring]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Specialized limbs&amp;quot;&lt;br /&gt;
! Specialized limbs {{RoyaltyIcon}}&lt;br /&gt;
| Craft specialized bionic limbs built for specific purposes - both [[Power claw|combat]] and labor.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Specialized Limbs [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Specialized limbs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Compact weaponry&amp;quot;&lt;br /&gt;
! Compact weaponry {{RoyaltyIcon}}&lt;br /&gt;
| Craft compact, concealable bionic weapons which can be embedded in various body parts.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Compact Weaponry [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Compact weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poison synthesis&amp;quot;&lt;br /&gt;
! Poison synthesis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Compact weaponry|Compact weaponry]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Poison Synthesis [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Poison synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxin filtration&amp;quot;&lt;br /&gt;
! Toxin filtration {{BiotechIcon}}&lt;br /&gt;
| Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Toxin filtration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! Growth vats {{BiotechIcon}}&lt;br /&gt;
| Construct growth vats which can gestate an embryo or accelerate a [[child]]'s growth.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Growth vats]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Ultra Research Projects ===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Artificial metabolism&amp;quot;&lt;br /&gt;
! Artificial metabolism {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that process food [[sterilizing stomach|more safely]] or [[Nuclear stomach|efficiently]] than a biological stomach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Artificial Metabolism [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Artificial metabolism]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural computation&amp;quot;&lt;br /&gt;
! Neural computation {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that assist [[Neurocalculator|thought]] and [[Learning assistant|learning]] by use of a direct, shallow brain-computer interface.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Neural Computation [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neural computation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin hardening&amp;quot;&lt;br /&gt;
! Skin hardening {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionic implants which [[stoneskin gland|induce]] the [[toughskin gland|toughening]] of natural skin, producing an [[armorskin gland|armor-like]] effect.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Skin Hardening [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Skin hardening]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Healing factors&amp;quot;&lt;br /&gt;
! Healing factors {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that enhance natural [[healing enhancer|healing]] processes.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Healing Factors [[Techprint]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Healing factors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flesh shaping&amp;quot;&lt;br /&gt;
! Flesh shaping {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics which induce the reshaping of natural flesh, usually for the purposes of [[aesthetic shaper|aesthetic]] [[aesthetic nose|enhancement]] or [[love enhancer|personal pleasure]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Flesh Shaping [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flesh shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Molecular analysis&amp;quot;&lt;br /&gt;
! Molecular analysis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics with molecular analyzers for [[Immunoenhancer|assisting the immune system]] or [[Gastro-analyzer|analyzing food]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Molecular Analysis [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Molecular analysis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Circadian influence&amp;quot;&lt;br /&gt;
! Circadian influence {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that chemically manipulate the circadian rhythm, [[Circadian assistant|reducing]] or [[Circadian half-cycler|altering]] the need to sleep.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Circadian Influence [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Circadian influence]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ultra mechtech&amp;quot;&lt;br /&gt;
! Ultra mechtech {{BiotechIcon}}&lt;br /&gt;
| The advanced technology needed for your mechanitor to create and control ultra-tier mechanoids, including large mechs and ultra-tier mechanitor gear. You can get nano structuring chips by using a mechanitor to summon an [[apocriton]] threat.&lt;br /&gt;
| 5000&lt;br /&gt;
| 5000&lt;br /&gt;
| 10000&lt;br /&gt;
| [[#High mechtech|High mechtech]]&amp;lt;br/&amp;gt;[[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x [[Nano structuring chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ultra mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
This is a rough suggestion of what technologies to research. Variations exist, and research order can change depending on current map and [[biome]], colonist skill, personal playstyle/goals, and [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
The key criterion is what is most likely to affect your survivability right now. For example, for a [[New Tribe]] [[ice sheet]] colony, that may be getting [[#Complex clothing|Complex clothing]] for [[parka]]s to let you function outside for extended periods. &lt;br /&gt;
&lt;br /&gt;
Generally however, the primary risk is from combat, either directly or the downward spirals that can result of the damage to colonists and infrastructure that results. This makes rushing [[#Flak armor|Flak armor]] and [[#Gas operation|Gas operation]] a solid option as not only will they give you equipment that can carry you into the end game,  the prerequisite researches also unlock options while you're building towards for that end-game load out. The most obvious examples are the early guns which can stand in for the later ones that you might eventually standarize on, however the other options are also very useful - [[#Smithing|Smithing]] unlocks [[mace]]s for good early melee, [[#Machining|Machining]] gives you [[frag grenades]] to dominate melee threats etc. &lt;br /&gt;
&lt;br /&gt;
Once survivability is reached, projects can be selected by preference or prioritized based on what allows for fastest progression. &lt;br /&gt;
&lt;br /&gt;
This may look something like this:&lt;br /&gt;
# One of:{{Ref label|Power|1}}&lt;br /&gt;
#* [[Batteries]] and [[solar generator]]s&lt;br /&gt;
#* [[Watermill generator]]s&lt;br /&gt;
#* [[Geothermal generator]]&lt;br /&gt;
# [[#Microelectronics|Microelectronics]] {{Ref label|Micro|2}}&lt;br /&gt;
# [[Multi-analyzer]] {{Ref label|Multi|3}}&lt;br /&gt;
# [[Fabrication bench|Fabrication]] {{Ref label|Multi|3}}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:{{Note label|Power|1}} You'll want some better source of [[power]]. Solar generators are easy to use, and with batteries, are a consistent source of power. [[Watermill generator]]s can only be used if a [[World_generation#Rivers|river]] (not ocean) is nearby. Water is more reliable than solar, for less research than batteries + solar. &lt;br /&gt;
:In theory, [[geothermal generator]]s provide much more power than either option, but its 3200 research cost makes it more difficult for newer players. Rushing to geothermal is still possible, especially if you rely on [[wind turbine]]s or [[wood-fired generator]]s initially.&lt;br /&gt;
:{{Note label|Micro|2}} Microelectronics gives access to [[hi-tech research bench]], which makes research 33% faster. It ''also'' gives access to the [[comms console]], an easy source for tradable items, and [[EMP grenades]], which are very powerful against [[mechanoid]]s.&lt;br /&gt;
:{{Note label|Multi|3}} A [[multi-analyzer]] boosts research by a further 10%, though you may not have the materials to create one. If you can't build a multi-analyzer or Fabrication's [[fabrication bench]] yet, then you'll gain the opportunity to chase some other tribal/industrial research projects. The ultimate goal is to reach Fabrication as soon as possible, so you can make your own [[component]]s.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Research tree core.png|thumb|800px|center|All research projects in the base game]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - [[Stonecutter's table]] now requires research&lt;br /&gt;
* Beta 19/1.0 - Split &amp;quot;Hospital beds&amp;quot; into [[#Sterile materials|Sterile materials]] and [[#Hospital bed|Hospital beds]] research projects.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - [[#Bioregeneration|Bioregeneration]] research project added.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - [[#Brain wiring|Brain wiring]], [[#Compact weaponry|compact weaponry]], [[#Neural supercharger|neural supercharge]], [[#Biosculpting|biosculpting]], [[#Specialized limbs|specialized limbs]], [[#Poison synthesis|poison synthesis]] projects now require hi-tech research bench.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - The Colored lights research reworked and renamed to [[#Advanced lights|Advanced lights]].&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - [[#Tox gas|Tox gas]] research prerequisite: [[#Electricity|Electricity]] -&amp;gt; [[#Machining|Machining]].&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Improved formatting of the research project content source line in the research UI.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Incorrect dialog when completing research other than active project in some modded cases. Fix: Inspect pane displaying incorrect power consumption with research.&lt;br /&gt;
&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=144809</id>
		<title>Corrupted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=144809"/>
		<updated>2024-04-29T11:21:24Z</updated>

		<summary type="html">&lt;p&gt;Faber: Cleaned up and reformatted summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| set property = false &amp;lt;!-- Remove when anomaly goes live and content confirmed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Corrupted obelisk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The corrupted obelisk can spawn in the map as a random anomaly event.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The Corrupted Obelisk &amp;lt;small&amp;gt;also referred to as the &amp;quot;Duplicator&amp;quot;&amp;lt;/small&amp;gt; has a chance to spawn at any point after activating the Void monolith. You have 2 initial options when you encounter the Obelisk in your world: study and/or suppress.&lt;br /&gt;
&amp;lt;small&amp;gt;(auto-suppress is not on by default; it can be activated by clicking the obelisk and setting the hand on the activity meter to a green check.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Attacking a Corrupted Obelisk, or allowing its activity to reach 100%, will cause 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 spawns are not be concentrated in any particular area; instead, they spawn randomly in proximity to any colonist.&lt;br /&gt;
&lt;br /&gt;
When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance a duplicate of the colonist will be created. The duplicated colonist will be identical in every way, including current mood thoughts, social opinions, 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. Higher obelisk activity increases the chance of duplication.&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;
When the corrupted obelisk is triggered a duplicate is made of the interactor with ''one'' of the following conditions:&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;
* '''Multiple Organ Decay:''' Has decayed organs that need to be replaced. Known Cure: Replace Organs&lt;br /&gt;
  &lt;br /&gt;
* '''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 Cure: Terminate one of the two.&lt;br /&gt;
  &lt;br /&gt;
* '''Crumbling Mind:''' The duplicate will begin losing all their skills and have a locked consciousness of 60%, After 2-3 days becomes permanent and incurable. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. Known Cure: Healer mech Serum, Unatural Healing from creepy joiners. Killing them, removing the skull, and using resurrector mech serum is a cure. 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.&lt;br /&gt;
&lt;br /&gt;
Organ decay, duplication sickness, and crumbling mind appear a few days after the duplicated pawn is created.&lt;br /&gt;
 &lt;br /&gt;
[[Creepy joiner]]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;
Alternativly, 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 oberlisk, it's activity level will rise. When it reaches full, it will duplicate 30 of you colonists, 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 you 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 oberlisk 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;
== Weird happenings ==&lt;br /&gt;
Sometimes after a corrupted obelisk explodes one of your duplicates '''(and every other copy of them including the original)''' can get duplication sickness even if they had one of the other side effects (unknown if its a bug)&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>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=144789</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=144789"/>
		<updated>2024-04-29T11:56:33Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added Anomaly subsection; added mysterious cargo quest. Added stub tag to the section.&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 high-ranking [[noble]] 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;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
==Mysterious Cargo==&lt;br /&gt;
{{AnomalyIcon}} 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 two items will be dropped: &lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
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;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 3 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;
&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;
=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]] - 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>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Faber&amp;diff=144787</id>
		<title>User:Faber</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Faber&amp;diff=144787"/>
		<updated>2024-04-29T12:35:34Z</updated>

		<summary type="html">&lt;p&gt;Faber: Created page with &amp;quot;I am a long-time Rimworld player -- starting with Alpha 4 waaaaaay back in the mists of antiquity... 2014. I'm glad to see how much the game has progressed since then! I enjoy...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am a long-time Rimworld player -- starting with Alpha 4 waaaaaay back in the mists of antiquity... 2014. I'm glad to see how much the game has progressed since then! I enjoy making additions to the wiki in my spare time; particularly newer articles for DLC content or smaller, out of the way articles concerning specific items from the game.&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=144786</id>
		<title>Harbinger tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=144786"/>
		<updated>2024-04-29T11:42:31Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added reference to harbinger seeds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Harbinger tree&lt;br /&gt;
| image = Harbinger tree.png&lt;br /&gt;
| description = A gnarled tree that grows a flesh-like covering. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| hp = 230&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| beauty outdoors = -10&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| yield = 25&lt;br /&gt;
| min fertility = 0.50&lt;br /&gt;
| fertility sensitivity = 0.50&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| livesin_temperateforest = True&lt;br /&gt;
| livesin_temperateswamp = True&lt;br /&gt;
| livesin_tropicalrainforest = True&lt;br /&gt;
| livesin_tropicalswamp = True&lt;br /&gt;
| livesin_aridshrubland = True&lt;br /&gt;
| livesin_desert = True&lt;br /&gt;
| livesin_borealforest = True&lt;br /&gt;
| livesin_coldbog = True&lt;br /&gt;
| livesin_tundra = True&lt;br /&gt;
}}&lt;br /&gt;
The Harbinger tree is a tree added by the Anomaly DLC. It is capable of consuming corpses and meat placed around it. It can eat both rotten and fresh corpses, as well as all forms of meat (insect, human, twisted). When cut down, it provides a small amount of twisted meat as well as wood. It does not appear to be dangerous in any way.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
The growth rate of a harbinger tree scales with the amount of corpses and nutrition scattered around it. Upon reaching maturity, a harbinger tree has a chance to spawn another harbinger tree nearby. &lt;br /&gt;
&lt;br /&gt;
[[Harbinger seed]]s can be acquired as a [[quest]] reward.{{Check Tag|Other ways?}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Harbinger trees provide a low-tech, no power method to get rid of corpses without using fire or an [[Electric crematorium]].&lt;br /&gt;
&lt;br /&gt;
This is vital for tribal or low-tech settlements who want to reduce the number of potential [[Shambler]]s on the map during a [[Deathpall]] or similar event, as there is no limit to the number of times a corpse can be turned into a shambler. Note that shamblers can still reanimate from corpses in the process of being consumed by harbinger trees, however said shamblers will be weakened since non-vital bodyparts digested by harbinger trees will not regenerate on reanimation. &lt;br /&gt;
&lt;br /&gt;
Eating twisted meat provided by the trees triggers a -10 mood thought, however non-cannibal colonists eating raw [[human meat]] from corpses provides a -20 mood thought. Therefore, the tree can be used by non-cannibal colonies to recycle human meat into less-negative twisted meat by feeding it corpses if food is dire.&lt;br /&gt;
&lt;br /&gt;
Later on, harbinger trees can be used as a source of twisted meat for mid and late game recipes like the [[Juggernaut serum]] without having to fight and butcher dangerous entities like [[Fleshbeast|Fleshbeasts]].&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sightstealer&amp;diff=144785</id>
		<title>Sightstealer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sightstealer&amp;diff=144785"/>
		<updated>2024-04-29T11:39:55Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added information about sightstealer howls, packs, and raids.&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;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Sightstealer &lt;br /&gt;
| image = Sightstealer.png&lt;br /&gt;
| description = Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
}}&lt;br /&gt;
The '''sightstealer''' is an [[entity]] added by the [[Anomaly DLC]]. It is likely to be one of the first anomalous entities a colony will encounter.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The Sightstealer will randomly wander onto the map in an invisible state. In this state, it can pass directly through a tamed animal without being detected. It will reveal itself when it either gets close to a colonist or an invisibility disruptor, such as a [[disruptor flare]] or [[proximity detector]], forcing it out of this state. Once it's out of this state it can be freely downed and captured.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Relatively weak entities that feel [[pain]], [[bleeding|bleed]], and are susceptible to [[disease]]. Sightstealers will trigger [[proximity detector]]s when in range. However, the proximity detector will not reveal it.&lt;br /&gt;
&lt;br /&gt;
Sightstealers can occasionally howl when downed or killed. These howls will attract a pack of sightstealers (essentially a sightstealer raid) to attack the colony; their arrival time ranges from a few hours to a few days. The pack will approach the colony and become visible when moving to attack a pawn or active, friendly [[mechanoid]]{{BiotechIcon}}. 1-2 [[Shard]]s can be acquired from destroying the pack.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
Contained Sightstealers yield 1.6 [[bioferrite]] per day when attached to a [[Bioferrite harvester]].&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The Sightstealer is fairly weak, requiring only 30 containment strength. This means you can use [[wood]]en [[wall]]s and a basic holding spot to contain it with minimal risk.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==	&lt;br /&gt;
A single Sightstealer is unlikely to be a threat to even a group of brand new colonists.  A large group ambushing a poor combatant could potentially be a problem, but only if a child wanders off alone or something equally irresponsible happens.  They are marginally more dangerous than an unarmed baseliner, with claws that can cause bleeding.  &lt;br /&gt;
&lt;br /&gt;
A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous.  Effectively a blessing to most colonies, providing an easy source of beginning research.  Their weakness and stealth give them practically no defensive application.&lt;br /&gt;
&lt;br /&gt;
Sightstealers are extremely vulnerable to fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple even a pack of sightstealers. If the colony contains a [[mechanitor]]{{BiotechIcon}}, [[scyther]]s, [[scorcher]]s, [[tesseron]]s, and [[centipede burner]]s are effective counters. If a sightstealer howls, drafted mechanoids are valid targets for the sightstealers, and they will reveal themselves to attack. This can be used to force sightstealers to become visible before they draw close to colonists.&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>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Disruptor_flare_pack&amp;diff=144135</id>
		<title>Disruptor flare pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Disruptor_flare_pack&amp;diff=144135"/>
		<updated>2024-04-21T22:05:50Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added basic information to the summary and analysis tabs. Infobox update and more specific acquisition info still needed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|utility&lt;br /&gt;
| name = Disruptor flare pack&lt;br /&gt;
| image = Disruptor flare pack.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Disruptor flare packs can be crafted at the [[Bioferrite shaper]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The disruptor flare pack is a piece of equipment worn on the utility slot. A fully-loaded pack contains 6 flares. Chareges can be refueled at the cost of 5 [[bioferrite]]. Disruptor flares are used to reveal and stun hostile invisible entities, such as the [[sightstealer]] and [[revenant]]. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing. Similar to an EMP grenade, entities will adapt to being stunned by flares. &lt;br /&gt;
&lt;br /&gt;
[[Firefoam pop pack]]s can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deadlife_shell&amp;diff=143887</id>
		<title>Deadlife shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deadlife_shell&amp;diff=143887"/>
		<updated>2024-04-19T22:40:24Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added some basic information about this item to the infobox, acquisition, and summary. Needs analysis. &amp;quot;Acquisition&amp;quot; needs rewrite to match other pages but for now the basic information is published.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|resource&lt;br /&gt;
| name = Deadlife shell &lt;br /&gt;
| description = An artillery shell packed with a dust-like substance that, after exploding into a cloud, will settle on nearby human and animal corpses and raise them as shamblers. The shamblers will only attack your enemies. This can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Crafted resource&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 4.1&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| research = Deadlife dust&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| defName = Shell_Deadlife&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''deadlife shell''' is a type of mortar shell that explodes into a cloud of dust, raising any nearby human or animal corpses as [[shambler]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Deadlife shells can be crafted at a [[Bioferrite shaper]] once the '''Deadlife dust''' dark research project has been completed. They require 25 [[Bioferrite]] and a [[Crafting]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
When fired from a mortar, deadlife shells explode in a radius of 4.1 tiles. The explosion raises nearby human and animal corpses as shamblers for 6 hours. Shamblers raised by player-fired deadlife shells are non-hostile towards the colony, but will attack enemies.&lt;br /&gt;
&lt;br /&gt;
They are also used in the construction of [[IED deadlife traps]].&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>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devourer&amp;diff=143741</id>
		<title>Devourer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devourer&amp;diff=143741"/>
		<updated>2024-04-17T08:07:49Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added additional combat mech information to the analysis section.&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;!-- 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;
}}&lt;br /&gt;
Devourers are an entity added in the [[Anomaly DLC]].&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Rewrite|reason=Separate swallowing/digestion summary from combat summary|section=1}}&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Devourers are rather unconventional combatants, as they prefer not to attack normally. Instead, they will chose a target, lunge at it, and instantly swallow it whole. There does not appear to be any way to avoid being swallowed{{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, 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 are quite destructive, and will smash up player-owned buildings if they cannot find any pawns to attack.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&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. [[Tesseron]]s can also be effective at lighting devourers on fire, and have considerably longer range than scorchers. &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.&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;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Kidney&amp;diff=135449</id>
		<title>Kidney</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Kidney&amp;diff=135449"/>
		<updated>2023-07-04T12:27:26Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added information regarding detoxifier kidney + immunoenhancer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Kidney&lt;br /&gt;
| image = Health item natural.png|Kidney&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A biological human kidney. Filters and removes waste products from the blood.&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 900&lt;br /&gt;
| thingCategories = BodyPartsNatural&lt;br /&gt;
}}&lt;br /&gt;
The kidneys are two bean-shaped organs found on the left and right sides of the body. They filter the blood in order to make urine, to release and retain water, and to remove waste and nitrogen (the excretory system).&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
{{see also|Human resources#Organ harvesting{{!}}Human resources}}&lt;br /&gt;
The kidney item can be harvested from live [[human]]s through [[surgery]]. The kidney must be perfectly healthy in order to obtain the item. This bill requires 1 of any type of medicine to perform. [[Doctoring#Success_chance|Success chance]] is dependent on a number of factors, including bed [[quality]], [[Room stats|room cleanliness]], and doctor skill - specifically the doctor's [[Medical Surgery Success Chance]]. Kidneys can be directly harvested, but installing a [[detoxifier kidney]] {{BiotechIcon}} will also net an organic kidney. Removing both kidneys will kill the pawn.&lt;br /&gt;
&lt;br /&gt;
Removing a kidney from a guest or prisoner will decrease faction [[goodwill]] by 80 points, down to the cap of -100. Removing any organ from anyone depresses the &amp;quot;donor&amp;quot; with -30 [[mood]] penalty for 7 days and 7 hours. Other colony members can give potentially tremendous [[mood]] penalties, which all stack:&lt;br /&gt;
: {{--|5}} for &amp;quot;Someone's organ harvested&amp;quot; (any organ); {{--|6}} if colonist harvested&lt;br /&gt;
: {{--|6}} for &amp;quot;Someone organ-murdered&amp;quot; (if fatal)&lt;br /&gt;
: {{--|5}} for &amp;quot;Witnessed ally's death&amp;quot; (if fatal and on colonist / guest)&lt;br /&gt;
Pawns with the [[Bloodlust]] or [[Psychopath]] traits, or those with an [[Ideoligion]] with [[Ideoligion#Organ use|Organ Use: Acceptable]]{{IdeologyIcon}} are not affected by the harvesting of other people. Other Ideologion precepts may change moodlets for harvest and organ use.&lt;br /&gt;
&lt;br /&gt;
Kidneys can also be acquired through [[trading]] with faction settlements or Exotic Goods traders.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A human requires 1 kidney to live. Each kidney accounts for 50% of a person's [[Blood Filtration]]. Blood Filtration itself affects [[Consciousness]] and [[Immunity Gain Speed]]; a completely removed kidney reduces Consciousness by 5% and Immunity Gain Speed by 25%. The Consciousness penalty reduces a variety of pawn capabilities.&lt;br /&gt;
&lt;br /&gt;
[[Carcinoma]], one form of tumor cancer, weakens blood filtration. Kidneys can also be damaged from physical injuries or chemically damaged from [[drugs|psychite]] [[tolerance]].&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Immunity Gain Speed is helpful to survive [[infection]]s and other diseases; if it is 58% or lower, such as from two damaged kidneys, then even the [[Flu]] will be invariably fatal. Thus, it is recommended to replace damaged, destroyed or missing kidneys on valuable colonists as soon as possible. &lt;br /&gt;
&lt;br /&gt;
[[Immunoenhancer]]s{{RoyaltyIcon}} can be implanted into pawns with natural kidneys. Each immunoenhancer will grant {{+|8%}} [[immunity gain speed]] to a pawn, which helps recovery from disease.&lt;br /&gt;
&lt;br /&gt;
Harvesting from your own pawns is not recommended, so take from your prisoners or guests. For most pawns, the mood penalty of organ harvest is worth replacing the organ, but this may not apply to more disposable pawns.&lt;br /&gt;
&lt;br /&gt;
===Compared to detoxifier kidney===&lt;br /&gt;
[[Detoxifier kidney]]s{{BiotechIcon}} are a kidney replacement which can be crafted at a Fabrication bench once the [[Research#Toxin_filtration|Toxin filtration]] research project has been completed. Each detoxifier kidney requires {{Required Resources|detoxifier kidney}}. Installing a detoxifier kidney replaces the pawn's natural kidney. If the kidney is in perfect condition, it is harvested from the pawn with no negative consequences. Immunoenhancers{{RoyaltyIcon}}cannot be installed in a detoxifier kidney.&lt;br /&gt;
&lt;br /&gt;
Detoxifier kidneys have a part efficiency of {{good|110%}}, grant {{+|50%}} [[toxic resistance]],  and are immune to [[chemical damage]] from drugs. Each detoxifier kidney increases [[blood filtration]] by {{+|5%}}, which in turn increases [[immunity gain speed]] by {{+|2.5%}}. Toxic resistance from detoxifier kidneys will stack to a maximum of {{+|100%}} with 2 installed parts.&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
Each kidney is worth {{icon Small|silver||{{Q|Kidney|Market Value Base}}}}  silver. While lungs are worth more than kidneys, you can harvest both a kidney and a lung without killing a pawn. If the mood penalties don't concern you (or don't exist due to [[Ideoligion]]{{IdeologyIcon}}), you can harvest 1 kidney, 1 lung, and 1 heart/liver before a pawn dies. This can extract a lot of value, almost certainly more than selling the pawn to a slaver.&lt;br /&gt;
&lt;br /&gt;
You can also harvest a kidney and lung, then donate the prisoner to a [[royal tribute collector]]{{RoyaltyIcon}} for the same amount of [[honor]] as a healthy pawn.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Item form added, and now harvestable.&lt;br /&gt;
* ? (Possibly 1.4) - Market value increased from {{Icon small|silver||250}} [[silver]] to {{Icon small|silver||900}} [[silver]]. &lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Organ]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Eltex_helmet&amp;diff=135437</id>
		<title>Eltex helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Eltex_helmet&amp;diff=135437"/>
		<updated>2023-07-02T11:56:53Z</updated>

		<summary type="html">&lt;p&gt;Faber: Rewrite: Summary/analysis split. Removed rewrite flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main&lt;br /&gt;
| name = Eltex helmet&lt;br /&gt;
| image = Psyfocushelmet.png&lt;br /&gt;
| description = A lightweight helmet designed for psychic focusing. While it provides little physical protection, its special materials enhance the wearer's psychic sensitivity and dissipate neural heat.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| hp = 80&lt;br /&gt;
| mass base = 0.8&lt;br /&gt;
| marketvalue = 500&lt;br /&gt;
| armorblunt = 9&lt;br /&gt;
| armorsharp = 9&lt;br /&gt;
| armorheat = 27&lt;br /&gt;
| insulationcold = 4&lt;br /&gt;
| insulationheat = 1&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| thingCategories = Headgear&lt;br /&gt;
| tradeTags = PsychicApparel&lt;br /&gt;
| tags = Psychic&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''eltex helmet''' is, despite the name, an item of [[clothing]] added by the [[Royalty DLC]] that improves [[psychic sensitivity]] and makes [[psycast]]ers more effective.&lt;br /&gt;
&lt;br /&gt;
It is one of a set of [[eltex|eltex items]] with similar effects that cover different parts of the body.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Eltex helmets cannot be crafted. Instead, they can only be purchased through [[trade]] or received as a [[quest]] reward. &lt;br /&gt;
&lt;br /&gt;
They also spawn on [[Empire#Pawns|Imperial Nobles]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The eltex helmet is a clothing item that covers the head. It buffs the user's [[psychic sensitivity]], [[neural heat]] limit, and [[Psycasts#Neural_Heat_Recover_Rate|neural heat recovery rate]]. The psychic sensitivity and neural heat offsets scale with item quality, but the neural heat recovery offset offered by this item at any quality is always {{+|0.066}}/s. However, neural heat recovery will scale with the [[psylink]] level of the pawn.&lt;br /&gt;
&lt;br /&gt;
Despite being labelled as a helmet, it offers only weak protection comparable to the [[cowboy hat]] or [[bowler hat]]. Eltex helmets will satisfy the apparel requirements of [[Titles|nobles]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Despite being called a helmet, its protection is comparable to a [[bowler hat]] made of low-mid tier materials and almost non-existent. Even at legendary [[quality]], even a normal quality autopistol only has a approximately a 1/150 chance to be stopped by the helmet, and with its low HP, the helmet will rapidly degrade. In fact, the AP of most weapons in the game will completely invalidate the armor of the eltex helmet. So in exchange for the psychic buffs it leaves the wearer's head completely unprotected. Loss of the head is obviously fatal, damage to the eyes significantly impairs effectiveness and damage to the brain is permanent and devastating even when not fatal. Care must be taken to keep the wearer out of harms way and if possible, a [[shield belt]] is recommended.&lt;br /&gt;
&lt;br /&gt;
Thus, the eltex helmet is obviously neither a frontline helmet nor utility clothing. Instead it is exclusively focused on one task - buffing a psycaster. However, it is inferior in this role to the [[eltex skullcap]]. While the helmet does offer some insulation and armor, as previously established both are basically negligible. With effectively nothing to gain in return, there is little reason to choose the inferior buffs to psychic abilities that the helmet offers. And the disparity is significant - only a legendary quality helmet offers superior a psychic sensitivity to a awful quality skullcap, and its still inferior in neural heat recover rate.  However, as neither piece of headwear can be crafted, sometimes only the helmet is available. &lt;br /&gt;
&lt;br /&gt;
Compared to [[prestige recon helmet|prestige]] [[prestige marine helmet|power]] [[prestige cataphract helmet|helmets]], the helmet offers somewhat better psychic buffs, while the helmets offer significant protection up to and including the best available in-game. Thus, the role of the particular psycaster is a key factor, with a front-line psycasting fighter preferring the prestige helmets, while the support-oriented psycaster might prefer the helmet. However, unlike the skullcap, the benefit to psychic power is relatively small - a legendary eltex helmet increase the neural heat limit by only 13 more than a prestige helmet of any quality. This is roughly equivalent to the cost of a single first level psycast. Therefore, even the support psycaster may prefer the craftable and much more protective prestige helmets over the eltex helmet.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
{{Psychic Sensitivity Quality Table|0.15|0.066}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Psyfocushelmet A.png|Eltex Helmet Variant A&lt;br /&gt;
Psyfocushelmet B.png|Eltex Helmet Variant B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]] - Improved cold insulation.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Renamed from '''Psyfocus helmet''' to '''Eltex helmet'''.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Psychic sensitivity now scales with quality.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Adjust eltex gear colors to be darker.&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fine_meal&amp;diff=135395</id>
		<title>Fine meal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fine_meal&amp;diff=135395"/>
		<updated>2023-06-29T12:25:17Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added brief analysis on vegetarian/meat nutrition split. Added units of vegetarian/meat (5/5) that corresponds to .25 nutrition in summary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|carnivore fine meal|vegetarian fine meal}}&lt;br /&gt;
{{Infobox main|food&lt;br /&gt;
| name = Fine meal&lt;br /&gt;
| image = Fine meal a.png&lt;br /&gt;
| description = A complex dish assembled with care from a wide selection of ingredients.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Meal&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 10&lt;br /&gt;
| marketvalue = 20&lt;br /&gt;
| mass base = 0.44&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = Fine&lt;br /&gt;
| ingested direct thought = AteFineMeal&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| days to rot = 4&lt;br /&gt;
| nutrition = 0.9&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| production facility 1 = Fueled stove&lt;br /&gt;
| production facility 2 = Electric stove&lt;br /&gt;
| skill 1 = cooking&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Nutrition&lt;br /&gt;
| resource 1 type = non-vegan&lt;br /&gt;
| resource 1 amount = 0.25&lt;br /&gt;
| resource 2 = Nutrition&lt;br /&gt;
| resource 2 type = vegan&lt;br /&gt;
| resource 2 amount = 0.25&lt;br /&gt;
| bulk product amount = 4&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = MealFine&lt;br /&gt;
| preferability = Fine&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Meal/Fine&lt;br /&gt;
| label = fine meal&lt;br /&gt;
| parent name = MealRottable&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = Meal_Eat&lt;br /&gt;
| thing class = Meal&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''fine meal''' is a higher quality meal that requires both meat and vegetables to create.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Fine meals can be [[Work#Cook|cooked]] at a [[{{P|Production Facility 1}}]] or [[{{P|Production Facility 2}}]]. A fine meal requires 0.25 units of [[nutrition]] from vegetarian items, 0.25 units of nutrition from meat or animal products -- this is equal to 5 units of raw vegetables and 5 units of meat or an equivalent nutritional yield of animal products. They require {{Ticks|{{P|Work To Make}}}} of work to make, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A fine meal can be eaten by humans or animals for 0.9 [[nutrition]], or 90% of a human's hunger meter. As it takes 0.5 nutrition of [[raw food]] to create, fine meals provide 180% nutrition efficiency, equal to [[simple meal]]s.&lt;br /&gt;
&lt;br /&gt;
Eating a fine meal or its variants gives the {{+|5}} ''Ate fine meal'' [[mood]]let for 24 hours. This moodlet stacks with the {{+|12}} ''Ate lavish meal'' from [[lavish meal]]s. If the meal was made out of [[insect meat]] or [[human meat]], their respective moodlets will be applied. If [[Ideology DLC]] is active and the meal was made out of [[raw fungus]], its normal moodlet will also be applied.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Fine meals are a quick and easy mood buff if you have some supply of both meat and vegetables. Animals like [[chicken]]s and [[cow]]s can produce a continuous stream of edible products. Whenever meat is easy to obtain is highly variable - hunting [[rat]]s isn't worth it, but a ranching economy could be. &lt;br /&gt;
&lt;br /&gt;
* [[Insect meat]] only gives a {{--|3}} moodlet when cooked, which results in a net +2 mood when used for fine meals. If a colonist's [[ideoligion]]{{IdeologyIcon}} prefers insect meat, then fine meals of insect meat provide a great mood buff. If ideoligion permits cannibalism, then [[human meat]] can be used to the same effect.&lt;br /&gt;
&lt;br /&gt;
* [[Vegetarian fine meal]]s give the same fine meal moodlet without using meat, at the cost of using +50% more food. Many colonies can afford to grow 50% more food; just 1 hour of a grower's time can &amp;quot;upgrade&amp;quot; multiple colonists from simple to vegetarian fine. Using vegetarian meals might take less work than regular fine meals. See vegetarian meal's [[Vegetarian fine meal#Analysis|Analysis section]] for more details.&lt;br /&gt;
&lt;br /&gt;
If colonist mood is alright with just simple meals, even during the worst [[draft]] conditions (hungry and tired), then fine and lavish meals can be saved for when a colonist is on verge of a [[mental break]].&lt;br /&gt;
&lt;br /&gt;
If a colony is able to reliably harvest a steady yield of animal products or meat, fine meals should be strongly considered. Because they require equal amounts of nutrition from both meat/animal products and vegetables, fine meals can allow a colony to reduce the size of growing zones devoted to crops. These growing zones can be turned to growing [[haygrass]] (if the colony relies on ranching) or to producing [[psychoid plant]]s, [[smokeleaf plant]]s, or [[healroot]] for sale to make money.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Fine meal a.png|One fine meal&lt;br /&gt;
Fine meal b.png|Partial stack&lt;br /&gt;
Fine meal c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - Added&lt;br /&gt;
* Beta 19/1.0 - Traders will no longer accept typical short-life meals, including fine meals.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Fine meal old 2.png|Old sprite&lt;br /&gt;
Fine meal old.png|Even older sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Processed Food]] [[Category:Meal]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sterilizing_stomach&amp;diff=135394</id>
		<title>Sterilizing stomach</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sterilizing_stomach&amp;diff=135394"/>
		<updated>2023-06-29T12:03:00Z</updated>

		<summary type="html">&lt;p&gt;Faber: /* Analysis */  included information about the strong stomach gene (which also prevents food poisoning).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|&lt;br /&gt;
| name = Sterilizing stomach&lt;br /&gt;
| image = Health item bionic.png|Detoxifier stomach&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = An artificial stomach replacement with a broad-spectrum toxin filter and neutralization system. It allows the user to eat almost anything without ever worrying about food poisoning.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Artificial metabolism&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = &lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
}}&lt;br /&gt;
A '''sterilizing stomach''' is an [[artificial body part|artificial stomach]] introduced by the [[Royalty DLC]] that improves a pawn's [[metabolism]] and prevents [[food poisoning]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Sterilizing stomachs can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
Alternatively, they can purchased from [[traders]] and outlander and [[empire]] settlements.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Body part ===&lt;br /&gt;
A sterilizing stomach replaces the user's organic stomach. The sterilizing stomach has a part efficiency of 125%. This not only fully replaces the functionality of a normal stomach - when coupled with the stomach body part having a [[Metabolism]] importance of 50%, it results in an increase in metabolism of {{+|12.5%}} over natural. Metabolism, in turn, improves the [[rest rate multiplier]] by {{+|3.75%}}, meaning the colonist will require slightly less sleep. &lt;br /&gt;
&lt;br /&gt;
[[Eating]] capacity and [[eating speed]] are unaffected.&lt;br /&gt;
&lt;br /&gt;
=== Other effects ===&lt;br /&gt;
All artificial stomachs are immune to [[gut worms]], and installing one will instantly cure the disease. A sterilizing stomach also grants full immunity to [[food poisoning]]. Unlike the [[bionic stomach]], but similar to the other Royalty DLC stomach replacements, [[EMP]]ing a pawn with a sterilizing stomach will force them to vomit.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General value proposition needed, not just comparisons to other stomachs}}&lt;br /&gt;
&lt;br /&gt;
The sterilizing stomach is a cheaper way to reduce time sleeping than upgrading to a [[royal bed]], however both can be combined.&lt;br /&gt;
&lt;br /&gt;
While EMP-wielding enemies are relatively rare, friendly fire is a relevant concern on melee pawns as using [[EMP grenades]] and melee attackers on [[Centipede]]s is a common and successful tactic. Having a sterilizing stomach on those melee pawns will result in them vomiting and negatively affecting this tactic and others like it. However, this can also be exploited against enemies with part, as well as against escaping [[prisoner]]s or rebellious [[slaves]].{{IdeologyIcon}} For the latter two options however, use of an implant that causes [[brain shock]] may be more useful as it downs the pawn, rather than merely causes temporary vomiting. &lt;br /&gt;
&lt;br /&gt;
The sterilizing stomach's main advantage is the elimination of food poisoning. Its metabolism and hunger rate offsets are shared with the standard bionic stomach. Food poisoning can also be prevented by applying a [[xenogerm]] including the [[strong stomach]] gene to a pawn. Depending on the complexity of the xenogerm and the other genes selected, gene-modding can be a cheaper way of applying the primary benefit of a sterilizing stomach to pawns.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
The [[Royalty DLC]] introduced a number of stomach replacements to complement the base [[bionic stomach]], each with their own advantages and disadvantages. All three of these variants include the benefits offered by the bionic stomach in addition to their unique benefits however they are also susceptible to [[EMP]], causing the pawn to vomit uncontrollably for a short length of time. &lt;br /&gt;
&lt;br /&gt;
====Bionic Stomach====&lt;br /&gt;
In comparison to the sterilizing stomach, the [[bionic stomach]] eliminates the vulnerability to EMP in exchange for being vulnerable to food poisoning. &lt;br /&gt;
&lt;br /&gt;
====Reprocessor Stomach====&lt;br /&gt;
In comparison to the sterilizing stomach, the [[reprocessor stomach]] reduces the amount of food a pawn requires by 25% at the cost of vulnerability to food poisoning.&lt;br /&gt;
&lt;br /&gt;
====Nuclear Stomach====&lt;br /&gt;
The [[nuclear stomach]] combines the benefits of both the sterilizing and reprocessor stomachs, reduces the amount of food a pawn requires by a whopping 75% and eliminating the risk of food poisoning at the cost of inflicting torso [[cancer]] on average once 120 in-game days. &lt;br /&gt;
&lt;br /&gt;
{{Stomach Comparison Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Renamed from '''Detoxifier stomach''' -&amp;gt; '''Sterilizing stomach'''. Description changed from &amp;quot;''An artificial stomach replacement with a broad-spectrum toxin filter and neutralization system. It allows the user to eat almost anything without ever worrying about food poisoning.''&amp;quot; -&amp;gt; &amp;quot;''An artificial stomach replacement with a broad-spectrum filtration and sterilization system. It allows the user to eat almost anything without ever worrying about food poisoning.''&amp;quot;. Both changes likely to distinguish between new [[detoxifier lung]]s and [[detoxifier kidney|kidneys]] and the tox system added with the [[Biotech DLC]] release at the same time.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cataphract_armor&amp;diff=128605</id>
		<title>Cataphract armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cataphract_armor&amp;diff=128605"/>
		<updated>2023-02-07T13:19:16Z</updated>

		<summary type="html">&lt;p&gt;Faber: added analysis. More work needed. See marine armor for a good comparison.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main&lt;br /&gt;
| name = Cataphract armor&lt;br /&gt;
| image = CataphractArmor.png|Cataphract armor&lt;br /&gt;
| description = A suit of heavy powered armor, built for maximum protection at the cost of mobility. Heavy layered plasteel-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome. Armor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 400&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Cataphract armor&lt;br /&gt;
| work to make = 75000&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 150&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| marketvalue  = 3120&lt;br /&gt;
| armorblunt  = 50&lt;br /&gt;
| armorsharp  = 120&lt;br /&gt;
| armorheat  = 60&lt;br /&gt;
| insulationcold = 36&lt;br /&gt;
| insulationheat = 12&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cataphract armor''' is a type of advanced [[apparel]] ([[armor]]) introduced by the [[Royalty DLC]] that can effectively block gunshots, cuts, blunt trauma, or burns. It forms a full set of armor along with the [[Cataphract helmet]].&lt;br /&gt;
&lt;br /&gt;
When equipped, it slows its wearer's [[move speed]] by {{--|0.80}} {{CS}}.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Cataphract armor can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]]s can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. Each set requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a quest reward, purchased from traders, or found on [[Empire#Cataphract|Imperial Cataphracts]]. Acquiring it through fighting the Empire is difficult due to their ubiquitious [[Death acidifier]] implants and the general difficulty of killing the pawns wearing this armor and carrying the empire's best weapons.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Cataphract armor is the strongest form of power armor in the game, and in fact provides the best protection of any armor in the game. As expected, it is also the most expensive armor to craft in the game. Like [[Recon armor]] and [[Marine armor]], it covers the limbs in addition to the torso making for great overall protection. It provides roughly the same protection as a marine armor of one quality level above its own (e.g., a normal set of cataphract armor is roughly equal to a good set of marine armor), or of recon armor two quality levels above its own. Cataphract armor also allows a pawn to reach the cap of 200% sharp protection at Legendary quality, and offers the highest blunt armor available in the game. &lt;br /&gt;
&lt;br /&gt;
The armor provides a significant [[Move Speed]] debuff of {{--|0.80}} c\s, double that of [[Marine armor]] and over six times that of a flak vest, making the armor impractical for every day wear by some pawns. A [[moving]] factor of {{+|125%}} is needed to counter this penalty. This can be achieved by installing 2 [[bionic leg]]s or 1 [[archotech leg]] on the pawn.&lt;br /&gt;
&lt;br /&gt;
===Compared to flak vests===&lt;br /&gt;
Compared to a [[flak vest]] and [[duster]], Cataphract armor offers strictly superior protection to all body parts when all items are the same [[quality]], regardless of duster material. Cataphract armor, like all power armors, covers all limbs, unlike flak vests, which only cover the torso, neck, and shoulders. &lt;br /&gt;
&lt;br /&gt;
However, the high protective value of cataphract armor is offset by its extreme cost, length of time to craft, and the substantial move speed penalty of {{--|.80}} c/s. Flak vests and dusters are, by comparison, significantly cheaper and only incur a move speed penalty of {{--|.12}} c/s. The cataphract armor research project also requires 2 [[techprint]]s to be purchased and applied before it can be unlocked.&lt;br /&gt;
&lt;br /&gt;
===Compared to phoenix armor===&lt;br /&gt;
{{Stub| reason = add analytical comparison to phoenix armor. See [[marine armor]] for a good model.}}&lt;br /&gt;
[[Phoenix armor]]{{RoyaltyIcon}} is a sidegrade to cataphract armor, unlocked from the same research. Phoenix armor has {{--|5%}} Sharp and {{--|5%}} Blunt armor, before [[quality]]. This discrepancy increases at higher quality; at legendary quality, it is {{--|9%}} less protective in both armor categories (at legendary quality, however, both Phoenix and Cataphract armor offer the maximum 200% sharp armor). Phoenix armor costs {{icon small|Steel}} 75 [[steel]], {{icon small|Component}} 4 [[component]]s, and {{icon small|Chemfuel}} 75 more than marine. Steel, components, and chemfuel are likely easy to produce for a colony producing power armor, so the material cost is not terribly significant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Cataphracts were heavy armored cavalry used in ancient warfare by people in Eurasia, including the Byzantines that inspired the Empire.&lt;br /&gt;
&lt;br /&gt;
Every set of cataphract armor found on an [[Empire#Cataphract|Imperial Cataphract]] will be white.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Royalty DLC]] release - Added.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]] - No longer meets the clothing requirement of nobles, replaced in that role by [[Prestige cataphract armor]]. Stellic Wardens and Defenders no longer spawn with a regular cataphract armor, and instead spawn with the prestige version.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Phoenix armor]] - a variant of cataphract armor that is slightly more protective against heat and temperature but less protective otherwise, with an integrated incendiary launcher.&lt;br /&gt;
*[[Prestige cataphract armor]] - a variant of cataphract armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=EMI_dynamo&amp;diff=127630</id>
		<title>EMI dynamo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=EMI_dynamo&amp;diff=127630"/>
		<updated>2023-01-29T17:59:06Z</updated>

		<summary type="html">&lt;p&gt;Faber: added summary and some analysis. More work needed. See Sun blocker for a good model.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|reason=General stub - basic info and analysis included. See [[Sun blocker]] for a good example of what to include}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = EMI dynamo&lt;br /&gt;
| image = EMIDynamo.png&lt;br /&gt;
| description = A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Mechanoid cluster&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 6 ˣ 4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1500&lt;br /&gt;
| destroyyield = {{Icon Small|Steel}} 60 + {{Icon Small|Component}} 1 + {{Icon Small|Plasteel}} 10 + {{Icon Small|Steel slag chunk}} 4&lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
'''EMI dynamos''' are [[mechanoid cluster]] buildings and quest [[condition causer]]s added by the [[Royalty]] DLC. Similar to a [[solar flare]], they shut down all electronics, affecting a 10 [[world]]-tile radius around them. Upon being destroyed, they deal [[EMP]] damage in a 10 tile radius.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Upon activation, EMI dynamos disable all electronic devices, similar to a solar flare. Unlike a solar flare, however, electronics will remain disabled indefinitely until the EMI dynamo is destroyed. &lt;br /&gt;
&lt;br /&gt;
Workbenches which require electricity to function, such as the [[machining table]] or [[electric stove]], will be inoperable as long as the dynamo is active. [[Heater]]s and [[cooler]]s will be disabled, which can be dangerous in extreme climates, and lead to the loss of food if freezers get too warm. Crops in [[hydroponics basin]]s will quickly die as the basin loses power, and [[sun lamp]]s will remain off. [[Turrets]], with the exception of [[mortar]]s, will also be disabled, potentially leaving a colony short of defenses. [[Pod launcher]]s are unaffected.&lt;br /&gt;
&lt;br /&gt;
Workbenches which only require fuel, or have no operating costs (such as the [[butcher table]]) will be unaffected. [[Campfire]]s and [[passive cooler]]s can be used to maintain some temperature stability. Mortars are unaffected by the dynamo and can still be used.&lt;br /&gt;
&lt;br /&gt;
[[Band node]]s from the [[Biotech DLC]] will also be disabled. [[Mechanitor]]s who rely on band nodes for increased [[bandwidth]] will lose control of mechs that exceed their bandwidth limit. If left uncontrolled for too long, gestated mechs can leave the colony or turn hostile. &lt;br /&gt;
&lt;br /&gt;
Mechanoid structures are unaffected by EMI dynamos. &lt;br /&gt;
&lt;br /&gt;
When destroyed, EMI dynamos release an EMP blast with a radius of 10 tiles.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section 1|reason=more analysis and strategies needed}}&lt;br /&gt;
EMI dynamos are a major nuisance and potentially serious danger. Colonies that rely on electricity will be seriously and immediately affected. If the dynamo cannot immediately be attacked (such as one that spawns on another world tile), ensure the colony's food supply can be maintained. Building a [[fueled stove]] will allow cooks to continue making meals, though wood is required to operate it. &lt;br /&gt;
&lt;br /&gt;
EMI dynamos should be destroyed as soon as possible. If the dynamo landed as part of a mechanoid cluster, mortars can be used to destroy it from a distance. &lt;br /&gt;
&lt;br /&gt;
EMI dynamos that spawn as part of a world site will oftentimes be defended by a force ranging from a few raiders or manhunting animals to an entire mechanoid cluster. The dynamo itself will always spawn inside a small, square structure near the center of the map. Destroying the dynamo itself and then fleeing the map tile is a valid strategy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_low-shield&amp;diff=127623</id>
		<title>Mech low-shield</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_low-shield&amp;diff=127623"/>
		<updated>2023-01-29T17:24:17Z</updated>

		<summary type="html">&lt;p&gt;Faber: Updated summary information. Added some analysis but more work is needed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Image wanted|reason=Radius and safe tiles. See [[:File:Low shield pack radius.jpg]] and [[:File:Skip shield radius.jpg]]}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Mech low-shield&lt;br /&gt;
| image = ShieldGeneratorBullet.png&lt;br /&gt;
| description = A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Mechanoid cluster&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| deconstruct yield = {{Icon Small|Plasteel}} 7 + {{Icon Small|Shield core}} 1&lt;br /&gt;
| destroyyield = {{Icon Small|Plasteel}} 7&lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
'''Mech low-shields''' are [[Mechanoid cluster]] buildings added by the [[Royalty DLC]]. It blocks incoming projectiles in a 20-tile radius around them. Upon being hit by an [[EMP]], it is disabled for {{Ticks|1080}}. Every 10 days, it goes down to charge for 1 day. When deconstructed, they are a valuable source of [[shield core]]s needed to create [[low-shield pack]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Mech low-shields can arrive as a component of mechanoid clusters. Mech low-shields cannot be acquired for player use, and shutdown when the cluster is defeated. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Compare [[low shield pack]] for adequate detail. Radius graphics similar to the low shield pack page would be nice.}}&lt;br /&gt;
Mech low-shields can arrive as parts of a mechanoid cluster. Upon landing, they will begin projecting a shield, with a radius of 20 cells, that tops all incoming ground-level fire from passing into the bubble, but does not prevent pawns or turrets inside from firing out. Note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary. The mech low-shield will not intercept fire from mechanoids or mechanoid turrets, even if they are on the outside of the shield radius. &lt;br /&gt;
&lt;br /&gt;
Low-shields will continuously project their shield without material or power requirements from the cluster. Every 10 days, the shield projector will be disabled for a 24 hour charge cycle. The projector will automatically re-enable itself after the charge cycle is complete. Once the cluster is defeated, they will be permanently disabled.&lt;br /&gt;
&lt;br /&gt;
Mech low-shields have a 10 day charge cycle. Every 10 days, the shield will be disabled for 24 hours to recharge. Low-shields can also be disabled with EMP. EMPing a mech Low-shield  will not wake up a dormant mech cluster. However, disabling a low-shield with an [[EMP shell]] requires hitting the low-shield emitter with the explosion of the mortar shell. Since EMP shells have a large area of effect, it is very likely that other buildings or mechanoids would be affected by the EMP, which would awaken the cluster.&lt;br /&gt;
&lt;br /&gt;
Low shields will be temporarily disabled for {{ticks|1080}} when either the shield stops an EMP projectile, or when EMP damage from any source is dealt to the emitter itself. Projectiles that the shield type does not stop will not have any effect when crossing the shield - the projectile must be intercepted by the shield to disable it. Low shields will be disabled when intercepting an EMP grenade or EMP launcher projectile that crosses the shield boundary. The projectile will be destroyed in the process and will not be have any AoE effects even if it normally would. Hitting the shield emitter with an EMP from any source will also disable the shield.&lt;br /&gt;
&lt;br /&gt;
Note that an EMP's area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General stub - current is just a couple of very  rough suggestions}}&lt;br /&gt;
=== Countering ===&lt;br /&gt;
Low shields can be countered fairly easily by throwing [[EMP grenades]] or firing an [[EMP launcher]] at the shield border. Each time the shield intercepts an EMP grenade or projectile, it will be disabled for {{ticks|1080}}. Disabling the shield will allow pawns to engage targets inside the shield's radius without the shield intercepting their projectiles.&lt;br /&gt;
&lt;br /&gt;
Low shields can also be countered by ordering pawns to enter the radius of the shield. Projectiles fired from inside the shield boundary will not be intercepted. Once inside the shield boundary, the emitter itself is also vulnerable to EMP explosions. EMP grenades thrown inside the shield boundary will explode normally, and if the explosion hits the emitter, the shield will be disabled.&lt;br /&gt;
&lt;br /&gt;
=== Exploiting ===&lt;br /&gt;
{{Stub|section=1|reason=Research needed: can they be used to intercept projectiles from hostile raiders if the shield is kept online?}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days. Now shuts down when the cluster is defeated.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Renamed from '''bullet shield''' to '''mech low-shield'''.&lt;br /&gt;
&lt;br /&gt;
== See also == &lt;br /&gt;
* [[Psycasts#Skipshield|Skipshield]] - A 6th level psycast with that stops all incoming and outgoing ground-level ranged attacks in a smaller radius and short duration&lt;br /&gt;
* [[Low-shield pack]] - a [[utility]] item that stops all incoming ground-level ranged attacks in a smaller radius and short duration &lt;br /&gt;
* [[Mech high-shield]] - a [[mechanoid cluster]] building that produces a similar effect in size and duration, but tuned to mortar rounds, [[orbital bombardment targeter|orbital bombardments]], and [[Titles#Permits|aerodrone strikes]] only.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoid Cluster]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_high-shield&amp;diff=127618</id>
		<title>Mech high-shield</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_high-shield&amp;diff=127618"/>
		<updated>2023-01-29T17:04:10Z</updated>

		<summary type="html">&lt;p&gt;Faber: Beefed up summary page and clarified stub tags. More work needed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Image wanted|reason=Radius and safe tiles. See [[:File:Low shield pack radius.jpg]] and [[:File:Skip shield radius.jpg]]}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Mech high-shield&lt;br /&gt;
| image = ShieldGeneratorMortar-0.png&lt;br /&gt;
| description = A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to high angles, so it will block mortar rounds. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Mechanoid cluster&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| deconstruct yield = {{Icon Small|Plasteel}} 7 + {{Icon Small|Shield core}} 1&lt;br /&gt;
| destroyyield = {{Icon Small|Plasteel}} 7&lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
'''Mech high-shields''' are [[Mechanoid cluster]] buildings added by the [[Royalty DLC]]. It blocks incoming [[mortar]] shells, [[orbital bombardment targeter|orbital bombardments]], and [[Titles#Permits|aerodrone strikes]] in a 25-tile radius around it. Upon being hit by an [[EMP]], it is disabled for {{Ticks|1080}}. Every 10 days, it goes down to charge for 1 day. When deconstructed, they are a valuable source of [[shield core]]s needed to create [[low-shield pack]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Mech high-shields can arrive as a component of mechanoid clusters. Mech high-shields cannot be acquired for player use, and shutdown when the cluster is defeated. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Compare [[low shield pack]] for adequate detail. Radius graphics similar to the low shield pack page would be nice.}}&lt;br /&gt;
Mech high-shields can arrive as parts of a mechanoid cluster. Upon landing, they will begin projecting a shield that blocks incoming mortar shells, orbital bombardments, and aerodrone strikes in a 25 tile radius. The mech high-shield will not intercept shells fired from mechanoid [[auto mortar]]s, even if they are on the outside of the shield radius. &lt;br /&gt;
&lt;br /&gt;
High-shields will continuously project their shield without material or power requirements from the cluster. Every 10 days, the shield projector will be disabled for a 24 hour charge cycle. The projector will automatically re-enable itself after the charge cycle is complete. Once the cluster is defeated, they will be permanently disabled.&lt;br /&gt;
&lt;br /&gt;
Mech high-shields have a 10 day charge cycle. Every 10 days, the shield will be disabled for 24 hours to recharge. High-shields can also be disabled with EMP. EMPing a mech high-shield, even with a [[mortar]], will not wake up a dormant mech cluster.&lt;br /&gt;
&lt;br /&gt;
High-shields will be disabled when the shield intercepts an [[EMP shell]], or when EMP damage from any source is dealt to the emitter itself. Projectiles that the shield type does not stop will not have any effect when crossing the shield - the projectile must be intercepted by the shield to disable it. The projectile will be destroyed in the process and will not be have any AoE effects even if it normally would. &lt;br /&gt;
&lt;br /&gt;
Will be disabled for {{ticks|1080}} when hit by an EMP from any source.&lt;br /&gt;
&lt;br /&gt;
Note that an EMP's area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General stub - current is just a couple of very  rough suggestions}}&lt;br /&gt;
=== Countering ===&lt;br /&gt;
Have two or more mortars, one loaded with an [[EMP shell]], the other/s loaded with [[high-explosive shells]]. Fire the EMP shell first and then a moment later fire the HE at the high shield. One mortar cannot be loaded and fired fast enough to both stun the shield and fire the explosive&lt;br /&gt;
&lt;br /&gt;
=== Exploiting ===&lt;br /&gt;
If you don't defeat the cluster, you can repurpose the shield to cover your own equipment against enemy mortars.{{Check Tag|Automortars?|Low shields allow mech faction fire through, do high shields? either way it definitely works against sieges}} This is most easily done by walling in a single [[Mini-slugger turret]] through the liberal use of EMP, smoke, and the wall raise psycast.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days. Now shuts down when the cluster is defeated.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Renamed from '''mortar shield''' to '''mech high-shield'''.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Now stops orbital strikes and aerodrone strikes, the same way they stop mortars.&lt;br /&gt;
&lt;br /&gt;
== See also == &lt;br /&gt;
* [[Psycasts#Skipshield|Skipshield]] - A 6th level psycast with that stops all incoming and outgoing ground-level ranged attacks in a smaller radius and short duration&lt;br /&gt;
* [[Low-shield pack]] - a [[utility]] item that stops all incoming ground-level ranged attacks in a smaller radius and short duration &lt;br /&gt;
* [[Mech low-shield]] - a [[mechanoid cluster]] building that produces a similar effect in size and duration, but tuned to ground-level ranged attacks only.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoid Cluster]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blindfold&amp;diff=127503</id>
		<title>Blindfold</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blindfold&amp;diff=127503"/>
		<updated>2023-01-28T13:50:47Z</updated>

		<summary type="html">&lt;p&gt;Faber: updated summary with precept information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{Stub}}{{infobox main&lt;br /&gt;
| name = Blindfold&lt;br /&gt;
| image = Blindfold.png&lt;br /&gt;
| description = A long strip of cloth that is wrapped over the eyes to block vision.&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;
| work to make = 1200&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| stuff tags = Fabric&lt;br /&gt;
| insulationheatfactor = 0&lt;br /&gt;
| insulationcoldfactor = 0.35&lt;br /&gt;
| armorsharpfactor = 0.1&lt;br /&gt;
| armorbluntfactor = 0.1&lt;br /&gt;
| armorheatfactor = 0.1&lt;br /&gt;
| coverage = Left Eye, Right Eye&lt;br /&gt;
| layer = Eyes&lt;br /&gt;
| mass base = 0.07&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| tags = &lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
'''Blindfolds''' are a form of [[clothing]] added by the [[Ideology DLC]]. Makes some pawns happy based on &amp;lt;conditions&amp;gt; and prevents them from [[Sight|seeing]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
Requires the Blindsight meme to craft. &lt;br /&gt;
== Summary ==&lt;br /&gt;
Wearing a blindfold inflicts the &amp;quot;Blindfolded&amp;quot; hediff, setting [[Sight]] to a maximum of {{Bad|20%}}. As with any other effect that would reduce to sight to {{Bad|20%}}, this results in a {{+|30%}} bonus to [[psychic sensitivity]]. Note that this only sets a maximum bound, it does not set the actual value - if other conditions would force wearer's Sight below {{Bad|20%}}, they will still do so while wearing the blindfold.&lt;br /&gt;
&lt;br /&gt;
Wearing a blindfold will satisfy a pawn with a [[Blindsight]] ideology. Pawns who believe in the blindsight meme will get a {{+|2}} mood offset from wearing a blindfold.&lt;br /&gt;
&lt;br /&gt;
The blindfold is also unique in that it occupies the [[Apparel layers|Eye layer]], which no other apparel does. This allows it to stack protection with Headgear layer items that also cover the eyes, such as [[power armor]] helmets. As the Eye layer is considered to be over the Headgear layer, the blindfold will attempt to [[Apparel#Protection|mitigate or negate]] damage, and thus take damage to its {{HP}}, before headgear items do.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The blindfold will not get much use outside of colonies using the blindsight meme. While it does increase a pawn's [[psychic sensitivity]], the {{Bad|-80%}} sight offset is crippling in battle and significantly impairs a pawn's ability to work. A pacifistic psycaster, or a psycaster equipped with an eltex staff (itself a poor weapon) and supported by other pawns can make some use of the higher [[Psycasts#Neural_Heat|neural heat]] limit offered by this item. Outside of combat, barring a blindsight ideology, the blindfold should be removed in order to limit work speed and efficiency penalties.&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - can now be worn by pawns without eyes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Learning_assistant&amp;diff=127499</id>
		<title>Learning assistant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Learning_assistant&amp;diff=127499"/>
		<updated>2023-01-28T13:43:46Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added summary information. Rewrote analysis and added information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|&lt;br /&gt;
| name = Learning assistant&lt;br /&gt;
| image = Health item bionic.png|Learning assistant&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = A sensory recording system that replays important experiences during sleep, strengthening the formation of new memories.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| research = Neural computation&lt;br /&gt;
| resource 1 = plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 1030&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
}}&lt;br /&gt;
The '''Learning Assistant''' gives a pawn that's been implanted with it a bonus of {{+|20%}} [[Global Learning Factor]].&lt;br /&gt;
&lt;br /&gt;
When a pawn with this implant is shocked with [[EMP]] they will receive [[brain shock]], knocking them unconscious temporarily.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Learning assistants can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The learning assistant is a brain implant. It is implanted into the brain, but does not replace any natural parts. When implanted, it grants a {{+|20%}} offset to the pawn's [[Global Learning Factor]]. However, the learning assistant also renders a pawn vulnerable to [[EMP]]. If shocked by an EMP blast, the pawn will be rendered unconscious with [[brain shock]].&lt;br /&gt;
&lt;br /&gt;
As an artificial part, learning assistants will give a mood buff to anyone with the [[Traits#Body modder|Body modder]] trait, and a mood penalty to anyone with the [[Traits#Body purist|Body purist]] trait. They will also satisfy colonists with a [[transhumanist]] ideology.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2500}} of work, 1x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The learning assistant is additive with other sources of increased [[Global Learning Factor]]. [[Traits]] (such as Fast Learner or Too Smart), the [[Neural supercharger]] building {{IdeologyIcon}}, and the [[Gene#Quick study|Quick study]] gene {{BiotechIcon}} provide additional offsets to global learning factor that stack with the learning assistant. &lt;br /&gt;
&lt;br /&gt;
However, global learning factor is only one part of skill experience gain. A pawn's [[Skills#Passion|Passion Multiplier]] to the skill they are learning is multiplicative with the pawn's global learning factor. Overall, installing a learning assistant will increase a pawn's skill XP gain by roughly {{+|16.67%}}. &lt;br /&gt;
&lt;br /&gt;
Learning assistants can be safely used on most pawns. However, remember that installing a learning assistant will make a pawn vulnerable to [[EMP]]. Exercise caution when installing learning assistants on pawns who frequently see combat, especially on the front lines where EMP blasts may be common. Installing learning assistants on melee pawns is inadvisable, as they can no longer be supported with EMP grenades when fighting [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
Despite the item's description that the learning assistant works by replaying memories during sleep, the learning assistant works at all times. It can be combined with sleep-reducing implants such as the [[circadian assistant]] or [[circadian half-cycler]] without any penalty.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Aesthetic_shaper&amp;diff=127496</id>
		<title>Aesthetic shaper</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Aesthetic_shaper&amp;diff=127496"/>
		<updated>2023-01-28T13:17:56Z</updated>

		<summary type="html">&lt;p&gt;Faber: updated summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|&lt;br /&gt;
| name = Aesthetic shaper&lt;br /&gt;
| image = Health item bionic.png|Aesthetic shaper&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = A sophisticated package of hormonal and mechanite influences shapes the muscles and fat on the body, adding non-functional aesthetic tissue where needed to achieve a desired appearance. The implant can be configured to form various body shapes according to the user's taste - or that of their partner.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Flesh shaping&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| resource 1 = plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = advanced component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 830&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
}}&lt;br /&gt;
The '''Aesthetic Shaper''' gives a pawn that's been implanted with it a bonus of {{+|1}} to [[pawn beauty]], corresponding to {{+|20}} opinion from other colonists.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Aesthetic shapers can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The aesthetic shaper is a visceral implant that does not replace any natural body part. The aesthetic shaper increases a pawn's beauty by {{+|1}}, which increases the pawn's market value, and also increases other pawn's opinion of them by {{+|20}}.&lt;br /&gt;
&lt;br /&gt;
The aesthetic shaper does not add any stat offsets to the pawn other than beauty.&lt;br /&gt;
&lt;br /&gt;
As an artificial part, aesthetic shapers will give a mood buff to anyone with the [[Traits#Body modder|Body modder]] trait, and a mood penalty to anyone with the [[Traits#Body purist|Body purist]] trait. They will also satisfy colonists with a [[transhumanist]] ideology.&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
&lt;br /&gt;
The aesthetic shaper improves the beauty of the pawn. Thus, it is useful for social harmony by keeping opinions high increasing the opinion of others towards this pawn by +20. This bonus can also help couple up a particular pawn or keep an existing couple together and happy by increasing their opinion of each other. &lt;br /&gt;
&lt;br /&gt;
It can also be particularly useful to compensate for reduced beauty: it can cancel out the opinion malus from the [[Traits#Ugly|ugly]] trait or the beauty reduction from the {{RoyaltyIcon}} [[Armorskin gland|armorskin gland]] implant. When combined with the {{RoyaltyIcon}} [[Aesthetic nose|aesthetic nose]], they can compensate for the opinion malus from the [[Traits#Staggeringly_ugly|staggeringly ugly]] trait or the beauty reduction from the {{RoyaltyIcon}} [[Stoneskin gland|stoneskin gland]] implant.&lt;br /&gt;
&lt;br /&gt;
Increasing a pawn's beauty above 2 seems to have no additional effect on opinion. For example, a [[Traits#Beautiful|beautiful]] pawn will have a +40 mood boost, with or without the aesthetic nose being installed, despite the pawn's beauty being 3 with the implant, which should result in a +60 opinion bonus otherwise. The same restriction also applies to the {{RoyaltyIcon}} [[Aesthetic nose|aesthetic nose]]. Also keep in mind that the opinion bonus from beauty is '''completely''' disregarded if the pawn is [[disfigured]] (e.g. due to injury on the eyes or ears). Beauty also never affects pawns who have the [[Traits#Kind|Kind]] or [[Traits#Psychopath|Psychopath]] traits.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Aesthetic_nose&amp;diff=127493</id>
		<title>Aesthetic nose</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Aesthetic_nose&amp;diff=127493"/>
		<updated>2023-01-28T13:12:46Z</updated>

		<summary type="html">&lt;p&gt;Faber: Added summary information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Aesthetic nose&lt;br /&gt;
| image = Health item bionic.png|Aesthetic nose&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = The nose is shaped to the user's desired form, matching prevalent beauty standards and enhancing physical impressions.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Flesh shaping&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| mass = 4&lt;br /&gt;
| marketvalue = 585&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
}}&lt;br /&gt;
The '''Aesthetic Nose''' gives a pawn that's been implanted with it a bonus of {{+|1}} to [[pawn beauty]], corresponding to {{+|20}} opinion from other colonists.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Aesthetic noses can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
The required techprint can be obtained either by trade or completing quests for the Empire. The part itself can be obtained by trade, quests or found on [[raiders]] and [[visitor]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
An aesthetic nose replaces the pawn's biological nose. The aesthetic nose increases a pawn's beauty by {{+|1}}, which increases the pawn's market value, and also increases other pawn's opinion of them by {{+|20}}. It can be used to replace a destroyed or missing nose, removing the &amp;quot;[[disfigured]]&amp;quot; penalty for missing a nose.&lt;br /&gt;
&lt;br /&gt;
The aesthetic nose does not add any stat offsets to the pawn other than beauty. It cannot be used at the same time as a [[gastro-analyzer]].&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2500}} of work, 1x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The aesthetic nose both improves the beauty of the pawn and replaces a missing nose. Thus, it is useful for social harmony by keeping opinions high, both by the +20 of having +1 beauty but also by avoiding the &amp;quot;[[disfigured]]&amp;quot; opinion penalty a missing nose creates. This bonus and removal of a malus can be also help couple up a particular pawn or keep an existing couple together and happy by increasing their opinion of each other.&lt;br /&gt;
&lt;br /&gt;
It can also be particularly useful to compensate for reduced beauty: it can cancel out the opinion malus from the [[Traits#Ugly|ugly]] trait or the beauty reduction from the {{RoyaltyIcon}} [[Armorskin gland|armorskin gland]] implant. When combined with the {{RoyaltyIcon}} [[Aesthetic shaper|aesthetic shaper]], they can compensate for the opinion malus from the [[Traits#Staggeringly_ugly|staggeringly ugly]] trait or the beauty reduction from the {{RoyaltyIcon}} [[Stoneskin gland|stoneskin gland]] implant.&lt;br /&gt;
&lt;br /&gt;
The [[gastro-analyzer]] and aesthetic nose cannot be installed on the same pawn. &lt;br /&gt;
&lt;br /&gt;
{{quote|Gastro-analyzer is an implant INTO the nose, while aesthetic nose REPLACES the nose. You can't install a gastro analyzer into a aesthetic nose; it's one or the other.|Tynan Sylvester|source=&amp;quot;[https://ludeon.com/forums/index.php?topic=51123.msg474313#msg474313 Cannot replace destroyed gastro-analyzer]&amp;quot; on ''Ludeon forums''.}}&lt;br /&gt;
&lt;br /&gt;
This is the only part incompatibility meaning, besides wealth, there is no reason not to install this part on non-cooking pawns. However its small effect also make doing so a low priority.&lt;br /&gt;
&lt;br /&gt;
There are conflicting reports that beauty improves [[trade]] prices, but these are currently unconfirmed.&lt;br /&gt;
&lt;br /&gt;
Increasing a pawn's beauty above 2 seems to have no additional effect on opinion. For example, a [[Traits#Beautiful|beautiful]] pawn will have a +40 opinion boost, with or without the aesthetic nose being installed, despite the pawn's beauty being 3 with the implant, which should result in a +60 opinion bonus otherwise. The same restriction also applies to the {{RoyaltyIcon}} [[Aesthetic shaper|aesthetic shaper]]. Also keep in mind that the opinion bonus is '''completely''' disregarded if the pawn is disfigured (e.g. due to injury on the eyes or ears). Beauty also never affects pawns who have the [[Traits#Kind|Kind]] or [[Traits#Psychopath|Psychopath]] traits.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grenadier_armor&amp;diff=126571</id>
		<title>Grenadier armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grenadier_armor&amp;diff=126571"/>
		<updated>2023-01-21T18:50:46Z</updated>

		<summary type="html">&lt;p&gt;Faber: modified analysis portion for more uniform formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Image wanted|reason=Launch grenade gizmo}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Grenadier armor&lt;br /&gt;
| image = GrenadierArmor.png&lt;br /&gt;
| description = A variant of marine armor with an integrated frag launcher on the shoulder. The armor is slightly less protective than standard marine armor. The launcher can only hold a limited amount of ammo and must be reloaded after use.&amp;lt;br/&amp;gt;Grenadiers usually specialize in breaching buildings or internal ship bulkheads. While not effective at very long range, grenadiers can be surprisingly deadly in confined quarters.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 340&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Marine armor&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| resource 4 = Steel&lt;br /&gt;
| resource 4 amount = 75&lt;br /&gt;
| resource 5 = Component&lt;br /&gt;
| resource 5 amount = 4&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 7&lt;br /&gt;
| marketvalue  = 2305&lt;br /&gt;
| armorblunt  = 40&lt;br /&gt;
| armorsharp  = 101&lt;br /&gt;
| armorheat  = 49&lt;br /&gt;
| insulationcold = 32&lt;br /&gt;
| insulationheat = 9&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| damage = 50&lt;br /&gt;
| damage type = Bomb&lt;br /&gt;
| armorPenetration = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| range = 12.9&lt;br /&gt;
| accuracy = -&lt;br /&gt;
| warmup = 90&lt;br /&gt;
| cooldown = 60&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| velocity = 16&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 1.9&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| defName= Apparel_ArmorMarineGrenadier&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Grenadier armor''' is a set of power armor that can effectively block gunshots, cuts, blunt trauma, or burns while allowing the user to launch frag grenades. It is a variant of [[Marine armor]] and forms a full set along with the [[Marine helmet]] &lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Grenadier armor can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each set requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward, purchased from [[traders]], or found on [[Raiders]]. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
While less protective against all damage types compared to the base marine armor, the grenadier armor incorporates an integrated frag launcher.&lt;br /&gt;
&lt;br /&gt;
Like marine armor, it slows its wearer's [[move speed]] by {{--|0.40}} {{CS}} while equipped.&lt;br /&gt;
&lt;br /&gt;
When worn by a [[slave]]{{IdeologyIcon}}, grenadier armor increases the rate that [[suppression]] is lost by 30% per day. This stacks additively with all other forms of suppression loss rate offsets.&lt;br /&gt;
&lt;br /&gt;
=== Frag launcher ===&lt;br /&gt;
Grenadier armor contains an integrated grenade launcher with similar stats to [[frag grenades]] but which does not prevent the wearer from using another [[weapon]] nor a [[utility]] item. Up to two grenades can be launched before the launcher must be reloaded at a cost of {{Icon Small|steel}} 25 [[steel]] per grenade. The process takes {{Ticks|60}}. The grenades can be reloaded individually or all at once. The pawn will never automatically use the launcher - instead it must be manually activated by the player similar to [[Utility]] items. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use grenadier armor}}&lt;br /&gt;
&lt;br /&gt;
Unlike frag grenades, grenadier armor has a [[quality]] – an awful grenadier armor will deal less damage (90%, 45) than frag grenades (50), while masterwork (125%, 62) and legendary (150%, 75) quality armor has increased damage.&lt;br /&gt;
&lt;br /&gt;
The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.&lt;br /&gt;
&lt;br /&gt;
Wearing a [[shield belt]] prevents firing the grenade launcher.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{Stub|section=1|reason=Needs analysis of integrated weapon,  better armor comparison, and overall value proposition}}&lt;br /&gt;
While less protective than Marine Armor, it gives the user the ability to launch up to two frag grenades at will before requiring a reload. These weapons are equivalent to the [[Frag grenades|regular thrown variant]] but do not take up a weapon slot. This can be useful to give the user flexibility in combat, such as giving [[Sniper rifle|snipers]] a crowd control option. &lt;br /&gt;
&lt;br /&gt;
=== Compared to flak vests ===&lt;br /&gt;
Compared a [[flak vest]] and [[duster]], the grenadier armor offers strictly superior protection to the arms and legs when all items are the same [[quality]], regardless of duster material. The interactions of two layers are dictated by the games [[Armor#Armor Rating|Armor Rating calculations]], and the result is that grenadier armor provides torso, neck and shoulders protection approximately equivalent to the combination of a [[devilstrand]] duster and flak vest, assuming all items are the same quality. However replacing the devilstrand with [[hyperweave]] or [[thrumbofur]] results in more protection to those areas. So while grenadier armor is more protective than a devilstrand duster and flak vest, when compared to better duster materials, the overall impact of the opposing traits of superior arm and leg protection and inferior torso, neck and shoulder protection on pawn survivability is currently unclear. However in this comparison, it should be noted that several vital organs are in the torso and the destruction of these can result in immediate death. It should also be noted that grenadier armor comes with a [[Move Speed]] debuff of -0.40 c\s, while a flak vest has a penalty of only -0.12c/s meaning there may be a reason to choose the flak vest and duster even with inferior protection.&lt;br /&gt;
&lt;br /&gt;
=== Compared to marine armor === &lt;br /&gt;
Grenadier armor is a sidegrade to [[Marine armor]]. Grenadier armor has {{--|5%}} Sharp and {{--|5%}} Blunt armor, before [[quality]]. This discrepancy increases at higher quality; at legendary quality, grenadier armor is {{--|9%}} less protective in both armor categories. Grenadier armor, like marine armor, slows a pawn down by {{--|0.40}} {{CS}}. Both grenadier and marine armor require {{Required Resources|Marine armor}}, with grenadier armor also requiring an additional {{icon small|Steel}} 75 [[steel]] and {{icon small|Component}} 4 [[component]]s. Each grenade fired must be reloaded using {{icon small|Steel}} 25 [[steel]]. Steel and components are relatively easy to acquire or produce, so the material cost difference is not terribly significant between the two armors.&lt;br /&gt;
&lt;br /&gt;
The advantage of grenadier armor over marine armor is in allowing a colonist to use a non-grenade primary weapon, while still being able to use grenades when the need arises. This allows the combination of the longer range offered by most firearms and the high stopping power of a grenade against enemies who get close. The grenades fired by a grenadier armor-equipped pawn can do significant damage against targets who are clumped together, but are not effective against large or armored targets. However, the limited number of charges and natural inaccuracy and low range of grenades limits the effectiveness of this armor. While grenades can be useful, this usefulness is only seen at close range.&lt;br /&gt;
&lt;br /&gt;
=== Compared to other power armors ===&lt;br /&gt;
Grenadier armor is a half step below Marine armor, the middle tier power armor, in terms of protection. While it is still as or more protective than an equivalent set of [[Recon armor]], it only really maintains its superiority against sharp threats. Against secondary threats like blunt and fire, it is largely equivalent. Unlike marine armor, recon armor of better quality offers superior protection, while for some tiers it must be 2 tiers higher than a set of [[Cataphract armor]] to be more protective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
{{Weapon Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
It appears that this armor was originally meant to be worn by [[Empire#Grenadier|Imperial Grenadiers]] as implied by the item description. This is further evidenced by the [[Version/1.3.3066|Version 1.3.3066]] patch notes which mention that they &amp;quot;updated&amp;quot; to spawn with plain marine armor. As 1.3.3066 was the first stable version with grenadiers in the game, added as part of the Breacher raids that update brought, they must have spawned with Grenadier armor in unstable or internal testing versions prior to this. &lt;br /&gt;
&lt;br /&gt;
It is unknown why this was changed. The most obvious theories are: &lt;br /&gt;
# Ludeon never developed a method for NPC pawns to use the armor's ability and it was therefore incongruous to spawn in it; or &lt;br /&gt;
# That to fullfil the vision for their role as breachers, they needed more than two grenades but redundantly spawning with both the grenadier armor '''and''' [[frag grenade]]s would be incongrous; or&lt;br /&gt;
# Some combination of both 1 and 2.&lt;br /&gt;
However, without confirmation from Ludeon staff, these remain only theories.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Listed as no longer spawning on [[Empire#Grenadier|Imperial Grenadiers]], however see [[#Trivia|Trivia]]. Wearing a [[shield belt]] now prevents firing the grenade launcher. Previously, it could be fired but could only target only adjacent squares (including diagonals), meaning that self-detonation was likely. However, the protection offered by grenadier armor and the delay before detonation meant that, with careful timing, the wearer could escape without injury, making it a dangerous but potentially useful option in emergencies.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Frag grenades]] - A weapon with similar stats to the integrated launcher.&lt;br /&gt;
* [[Marine armor]] - the base model. Slightly more protective but without the grenade launcher.&lt;br /&gt;
* [[Prestige marine armor]] - a variant of marine armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Weapons]] [[Category:Spacer Weapons]] [[Category:Explosive Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]] [[Category:Grenades]]&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blindfold&amp;diff=126010</id>
		<title>Blindfold</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blindfold&amp;diff=126010"/>
		<updated>2023-01-16T19:27:45Z</updated>

		<summary type="html">&lt;p&gt;Faber: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{Stub}}{{infobox main&lt;br /&gt;
| name = Blindfold&lt;br /&gt;
| image = Blindfold.png&lt;br /&gt;
| description = A long strip of cloth that is wrapped over the eyes to block vision.&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;
| work to make = 1200&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| stuff tags = Fabric&lt;br /&gt;
| insulationheatfactor = 0&lt;br /&gt;
| insulationcoldfactor = 0.35&lt;br /&gt;
| armorsharpfactor = 0.1&lt;br /&gt;
| armorbluntfactor = 0.1&lt;br /&gt;
| armorheatfactor = 0.1&lt;br /&gt;
| coverage = Left Eye, Right Eye&lt;br /&gt;
| layer = Eyes&lt;br /&gt;
| mass base = 0.07&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| tags = &lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
'''Blindfolds''' are a form of [[clothing]] added by the [[Ideology DLC]]. Makes some pawns happy based on &amp;lt;conditions&amp;gt; and prevents them from [[Sight|seeing]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
Requires the Blindsight meme to craft. &lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Need Precept information}}&lt;br /&gt;
Wearing a blindfold inflicts the &amp;quot;Blindfolded&amp;quot; hediff, setting [[Sight]] to a maximum of 20%. As with any other effect that would reduce to sight to 20%, this results in a +30% bonus to [[psychic sensitivity]]. Note that this only sets a maximum bound, it does not set the actual value - if other conditions would force wearer's Sight below 20%, they will still do so while wearing the blindfold.&lt;br /&gt;
&lt;br /&gt;
The blindfold is also unique in that it occupies the [[Apparel layers|Eye layer]], which no other apparel does. This allows it to stack protection with Headgear layer items that also cover the eyes, such as [[power armor]] helmets. As the Eye layer is considered to be over the Headgear layer, the blindfold will attempt to [[Apparel#Protection|mitigate or negate]] damage, and thus take damage to its {{HP}}, before headgear items do.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The blindfold will not get much use outside of colonies using the blindsight meme. While it does increase a pawn's [[psychic sensitivity]], the -80% sight offset is crippling in battle and significantly impairs a pawn's ability to work. A pacifistic psycaster, or a psycaster equipped with an eltex staff (itself a poor weapon) and supported by other pawns can make some use of the higher neural heat limit offered by this item. Outside of combat, barring a blindsight ideology, the blindfold should be removed in order to limit work speed and efficiency penalties.&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - can now be worn by pawns without eyes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blindfold&amp;diff=126009</id>
		<title>Blindfold</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blindfold&amp;diff=126009"/>
		<updated>2023-01-16T19:26:46Z</updated>

		<summary type="html">&lt;p&gt;Faber: added analysis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{Stub}}{{infobox main&lt;br /&gt;
| name = Blindfold&lt;br /&gt;
| image = Blindfold.png&lt;br /&gt;
| description = A long strip of cloth that is wrapped over the eyes to block vision.&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;
| work to make = 1200&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| stuff tags = Fabric&lt;br /&gt;
| insulationheatfactor = 0&lt;br /&gt;
| insulationcoldfactor = 0.35&lt;br /&gt;
| armorsharpfactor = 0.1&lt;br /&gt;
| armorbluntfactor = 0.1&lt;br /&gt;
| armorheatfactor = 0.1&lt;br /&gt;
| coverage = Left Eye, Right Eye&lt;br /&gt;
| layer = Eyes&lt;br /&gt;
| mass base = 0.07&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| tags = &lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
'''Blindfolds''' are a form of [[clothing]] added by the [[Ideology DLC]]. Makes some pawns happy based on &amp;lt;conditions&amp;gt; and prevents them from [[Sight|seeing]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
Requires the Blindsight meme to craft. &lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Need Precept information}}&lt;br /&gt;
Wearing a blindfold inflicts the &amp;quot;Blindfolded&amp;quot; hediff, setting [[Sight]] to a maximum of 20%. As with any other effect that would reduce to sight to 20%, this results in a +30% bonus to [[psychic sensitivity]]. Note that this only sets a maximum bound, it does not set the actual value - if other conditions would force wearer's Sight below 20%, they will still do so while wearing the blindfold.&lt;br /&gt;
&lt;br /&gt;
The blindfold is also unique in that it occupies the [[Apparel layers|Eye layer]], which no other apparel does. This allows it to stack protection with Headgear layer items that also cover the eyes, such as [[power armor]] helmets. As the Eye layer is considered to be over the Headgear layer, the blindfold will attempt to [[Apparel#Protection|mitigate or negate]] damage, and thus take damage to its {{HP}}, before headgear items do.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The blindfold will not get much use outside of colonies using the blindsight meme. While they do increase a pawn's [[psychic sensitivity]], the -80% sight offset is crippling in battle. A pacifistic psycaster, or a psycaster equipped with an eltex staff (itself a poor weapon) and supported by other pawns can make some use of the higher neural heat limit offered by this item. Outside of combat, barring a blindsight ideology, the blindfold should be removed in order to limit work speed and efficiency penalties.&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - can now be worn by pawns without eyes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Faber</name></author>
	</entry>
</feed>